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Updated builds.
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2 files changed

+43
-41
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build/three.js

Lines changed: 39 additions & 37 deletions
Original file line numberDiff line numberDiff line change
@@ -19848,7 +19848,9 @@
1984819848

1984919849
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
1985019850

19851-
if ( material.type !== 'MeshPhongMaterial' && material.type !== 'MeshStandardMaterial' && material.type !== 'MeshPhysicalMaterial' && material.shading === FlatShading ) {
19851+
if ( ! material.isMeshPhongMaterial &&
19852+
! material.isMeshStandardMaterial &&
19853+
material.shading === FlatShading ) {
1985219854

1985319855
for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
1985419856

@@ -20658,7 +20660,7 @@
2065820660

2065920661
var geometry = objects.update( object );
2066020662

20661-
if ( material && material.isMultiMaterial ) {
20663+
if ( material.isMultiMaterial ) {
2066220664

2066320665
var groups = geometry.groups;
2066420666
var materials = material.materials;
@@ -20841,9 +20843,9 @@
2084120843

2084220844
var uniforms = materialProperties.__webglShader.uniforms;
2084320845

20844-
if ( ! ( material && material.isShaderMaterial ) &&
20845-
! ( material && material.isRawShaderMaterial ) ||
20846-
material.clipping === true ) {
20846+
if ( ! material.isShaderMaterial &&
20847+
! material.isRawShaderMaterial |
20848+
material.clipping === true ) {
2084720849

2084820850
materialProperties.numClippingPlanes = _clipping.numPlanes;
2084920851
uniforms.clippingPlanes = _clipping.uniform;
@@ -21022,10 +21024,10 @@
2102221024
// load material specific uniforms
2102321025
// (shader material also gets them for the sake of genericity)
2102421026

21025-
if ( ( material && material.isShaderMaterial ) ||
21026-
( material && material.isMeshPhongMaterial ) ||
21027-
( material && material.isMeshStandardMaterial ) ||
21028-
material.envMap ) {
21027+
if ( material.isShaderMaterial ||
21028+
material.isMeshPhongMaterial ||
21029+
material.isMeshStandardMaterial ||
21030+
material.envMap ) {
2102921031

2103021032
var uCamPos = p_uniforms.map.cameraPosition;
2103121033

@@ -21038,12 +21040,12 @@
2103821040

2103921041
}
2104021042

21041-
if ( ( material && material.isMeshPhongMaterial ) ||
21042-
( material && material.isMeshLambertMaterial ) ||
21043-
( material && material.isMeshBasicMaterial ) ||
21044-
( material && material.isMeshStandardMaterial ) ||
21045-
( material && material.isShaderMaterial ) ||
21046-
material.skinning ) {
21043+
if ( material.isMeshPhongMaterial ||
21044+
material.isMeshLambertMaterial ||
21045+
material.isMeshBasicMaterial ||
21046+
material.isMeshStandardMaterial ||
21047+
material.isShaderMaterial ||
21048+
material.skinning ) {
2104721049

2104821050
p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
2104921051

@@ -21108,48 +21110,48 @@
2110821110

2110921111
}
2111021112

21111-
if ( ( material && material.isMeshBasicMaterial ) ||
21112-
( material && material.isMeshLambertMaterial ) ||
21113-
( material && material.isMeshPhongMaterial ) ||
21114-
( material && material.isMeshStandardMaterial ) ||
21115-
( material && material.isMeshDepthMaterial ) ) {
21113+
if ( material.isMeshBasicMaterial ||
21114+
material.isMeshLambertMaterial ||
21115+
material.isMeshPhongMaterial ||
21116+
material.isMeshStandardMaterial ||
21117+
material.isMeshDepthMaterial ) {
2111621118

2111721119
refreshUniformsCommon( m_uniforms, material );
2111821120

2111921121
}
2112021122

2112121123
// refresh single material specific uniforms
2112221124

21123-
if ( material && material.isLineBasicMaterial ) {
21125+
if ( material.isLineBasicMaterial ) {
2112421126

2112521127
refreshUniformsLine( m_uniforms, material );
2112621128

21127-
} else if ( material && material.isLineDashedMaterial ) {
21129+
} else if ( material.isLineDashedMaterial ) {
2112821130

2112921131
refreshUniformsLine( m_uniforms, material );
2113021132
refreshUniformsDash( m_uniforms, material );
2113121133

21132-
} else if ( material && material.isPointsMaterial ) {
21134+
} else if ( material.isPointsMaterial ) {
2113321135

2113421136
refreshUniformsPoints( m_uniforms, material );
2113521137

21136-
} else if ( material && material.isMeshLambertMaterial ) {
21138+
} else if ( material.isMeshLambertMaterial ) {
2113721139

2113821140
refreshUniformsLambert( m_uniforms, material );
2113921141

21140-
} else if ( material && material.isMeshPhongMaterial ) {
21142+
} else if ( material.isMeshPhongMaterial ) {
2114121143

2114221144
refreshUniformsPhong( m_uniforms, material );
2114321145

21144-
} else if ( material && material.isMeshPhysicalMaterial ) {
21146+
} else if ( material.isMeshPhysicalMaterial ) {
2114521147

2114621148
refreshUniformsPhysical( m_uniforms, material );
2114721149

21148-
} else if ( material && material.isMeshStandardMaterial ) {
21150+
} else if ( material.isMeshStandardMaterial ) {
2114921151

2115021152
refreshUniformsStandard( m_uniforms, material );
2115121153

21152-
} else if ( material && material.isMeshDepthMaterial ) {
21154+
} else if ( material.isMeshDepthMaterial ) {
2115321155

2115421156
if ( material.displacementMap ) {
2115521157

@@ -21159,7 +21161,7 @@
2115921161

2116021162
}
2116121163

21162-
} else if ( material && material.isMeshNormalMaterial ) {
21164+
} else if ( material.isMeshNormalMaterial ) {
2116321165

2116421166
m_uniforms.opacity.value = material.opacity;
2116521167

@@ -21271,7 +21273,7 @@
2127121273
if ( uvScaleMap !== undefined ) {
2127221274

2127321275
// backwards compatibility
21274-
if ( (uvScaleMap && uvScaleMap.isWebGLRenderTarget) ) {
21276+
if ( uvScaleMap.isWebGLRenderTarget ) {
2127521277

2127621278
uvScaleMap = uvScaleMap.texture;
2127721279

@@ -21336,12 +21338,12 @@
2133621338

2133721339
uniforms.fogColor.value = fog.color;
2133821340

21339-
if ( fog && fog.isFog ) {
21341+
if ( fog.isFog ) {
2134021342

2134121343
uniforms.fogNear.value = fog.near;
2134221344
uniforms.fogFar.value = fog.far;
2134321345

21344-
} else if ( fog && fog.isFogExp2 ) {
21346+
} else if ( fog.isFogExp2 ) {
2134521347

2134621348
uniforms.fogDensity.value = fog.density;
2134721349

@@ -21539,13 +21541,13 @@
2153921541

2154021542
shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2154121543

21542-
if ( light && light.isAmbientLight ) {
21544+
if ( light.isAmbientLight ) {
2154321545

2154421546
r += color.r * intensity;
2154521547
g += color.g * intensity;
2154621548
b += color.b * intensity;
2154721549

21548-
} else if ( light && light.isDirectionalLight ) {
21550+
} else if ( light.isDirectionalLight ) {
2154921551

2155021552
var uniforms = lightCache.get( light );
2155121553

@@ -21569,7 +21571,7 @@
2156921571
_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
2157021572
_lights.directional[ directionalLength ++ ] = uniforms;
2157121573

21572-
} else if ( light && light.isSpotLight ) {
21574+
} else if ( light.isSpotLight ) {
2157321575

2157421576
var uniforms = lightCache.get( light );
2157521577

@@ -21602,7 +21604,7 @@
2160221604
_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
2160321605
_lights.spot[ spotLength ++ ] = uniforms;
2160421606

21605-
} else if ( light && light.isPointLight ) {
21607+
} else if ( light.isPointLight ) {
2160621608

2160721609
var uniforms = lightCache.get( light );
2160821610

@@ -21638,7 +21640,7 @@
2163821640

2163921641
_lights.point[ pointLength ++ ] = uniforms;
2164021642

21641-
} else if ( light && light.isHemisphereLight ) {
21643+
} else if ( light.isHemisphereLight ) {
2164221644

2164321645
var uniforms = lightCache.get( light );
2164421646

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