|
|
@@ -1687,6 +1687,16 @@ const InterpolationSamplingMode = {
|
|
|
EITHER: 'either'
|
|
|
};
|
|
|
|
|
|
+/**
|
|
|
+ * Compatibility flags for features that may not be supported across all platforms.
|
|
|
+ *
|
|
|
+ * @type {Object}
|
|
|
+ * @constant
|
|
|
+ */
|
|
|
+const Compatibility = {
|
|
|
+ TEXTURE_COMPARE: 'depthTextureCompare'
|
|
|
+};
|
|
|
+
|
|
|
/**
|
|
|
* This type represents mouse buttons and interaction types in context of controls.
|
|
|
*
|
|
|
@@ -59614,7 +59624,7 @@ const fragment$3 = "uniform vec3 diffuse;\nuniform float opacity;\n#include <com
|
|
|
|
|
|
const vertex$2 = "#include <common>\n#include <batching_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
|
|
|
|
|
|
-const fragment$2 = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <logdepthbuf_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n}";
|
|
|
+const fragment$2 = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <logdepthbuf_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
|
|
|
|
|
|
const vertex$1 = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix[ 3 ];\n\tvec2 scale = vec2( length( modelMatrix[ 0 ].xyz ), length( modelMatrix[ 1 ].xyz ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
|
|
|
|
|
|
@@ -78156,6 +78166,7 @@ exports.Clock = Clock;
|
|
|
exports.Color = Color;
|
|
|
exports.ColorKeyframeTrack = ColorKeyframeTrack;
|
|
|
exports.ColorManagement = ColorManagement;
|
|
|
+exports.Compatibility = Compatibility;
|
|
|
exports.CompressedArrayTexture = CompressedArrayTexture;
|
|
|
exports.CompressedCubeTexture = CompressedCubeTexture;
|
|
|
exports.CompressedTexture = CompressedTexture;
|