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@@ -52,7 +52,7 @@ import { WebGLUtils } from './webgl/WebGLUtils.js';
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import { WebXRManager } from './webxr/WebXRManager.js';
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import { WebGLMaterials } from './webgl/WebGLMaterials.js';
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import { WebGLUniformsGroups } from './webgl/WebGLUniformsGroups.js';
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-import { createCanvasElement, probeAsync, toNormalizedProjectionMatrix, toReversedProjectionMatrix, warnOnce } from '../utils.js';
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+import { createCanvasElement, probeAsync, warnOnce } from '../utils.js';
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import { ColorManagement } from '../math/ColorManagement.js';
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/**
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@@ -313,7 +313,6 @@ class WebGLRenderer {
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// camera matrices cache
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- const _currentProjectionMatrix = new Matrix4();
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const _projScreenMatrix = new Matrix4();
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const _vector3 = new Vector3();
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@@ -2384,22 +2383,13 @@ class WebGLRenderer {
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if ( reversedDepthBuffer && camera.reversedDepth !== true ) {
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- // @deprecated, r179
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- warnOnce( 'THREE.WebGLRenderer: reversedDepthBuffer must be used with "camera.reversedDepth = true;" for correct results. Automatic conversion will be removed in r189.' );
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-
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- _currentProjectionMatrix.copy( camera.projectionMatrix );
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-
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- toNormalizedProjectionMatrix( _currentProjectionMatrix );
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- toReversedProjectionMatrix( _currentProjectionMatrix );
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-
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- p_uniforms.setValue( _gl, 'projectionMatrix', _currentProjectionMatrix );
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-
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- } else {
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-
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- p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
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+ camera.reversedDepth = true;
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+ camera.updateProjectionMatrix();
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}
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+ p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
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+
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p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
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const uCamPos = p_uniforms.map.cameraPosition;
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