提交 073c3ab2 编写于 作者: T tschw

Refactored vWorldPosition from phong to envmap where it actually belongs.

That made phong_*vertex empty, so they have been removed.
上级 600417d0
......@@ -3673,7 +3673,6 @@ THREE.ShaderLib[ 'mmd' ] = {
THREE.ShaderChunk[ "uv2_pars_vertex" ],
THREE.ShaderChunk[ "displacementmap_pars_vertex" ],
THREE.ShaderChunk[ "envmap_pars_vertex" ],
THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
THREE.ShaderChunk[ "color_pars_vertex" ],
THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
THREE.ShaderChunk[ "skinning_pars_vertex" ],
......@@ -3714,7 +3713,6 @@ THREE.ShaderLib[ 'mmd' ] = {
THREE.ShaderChunk[ "worldpos_vertex" ],
THREE.ShaderChunk[ "envmap_vertex" ],
THREE.ShaderChunk[ "lights_phong_vertex" ],
THREE.ShaderChunk[ "shadowmap_vertex" ],
// ---- MMD specific for outline drawing
......
......@@ -46,7 +46,6 @@ THREE.PhongNode.prototype.build = function( builder ) {
"#endif",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
THREE.ShaderChunk[ "skinning_pars_vertex" ],
THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
......@@ -88,7 +87,6 @@ THREE.PhongNode.prototype.build = function( builder ) {
" vViewPosition = - mvPosition.xyz;",
THREE.ShaderChunk[ "worldpos_vertex" ],
THREE.ShaderChunk[ "lights_phong_vertex" ],
THREE.ShaderChunk[ "shadowmap_vertex" ]
);
......
......@@ -46,7 +46,6 @@ THREE.StandardNode.prototype.build = function( builder ) {
"#endif",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
THREE.ShaderChunk[ "skinning_pars_vertex" ],
THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
......@@ -88,7 +87,6 @@ THREE.StandardNode.prototype.build = function( builder ) {
" vViewPosition = - mvPosition.xyz;",
THREE.ShaderChunk[ "worldpos_vertex" ],
THREE.ShaderChunk[ "lights_phong_vertex" ],
THREE.ShaderChunk[ "shadowmap_vertex" ]
);
......
......@@ -144,7 +144,6 @@
vertexShader: [
"varying vec3 vViewPosition;",
"varying vec3 vNormal;",
THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
"void main() {",
THREE.ShaderChunk[ "beginnormal_vertex" ],
THREE.ShaderChunk[ "defaultnormal_vertex" ],
......
......@@ -4,6 +4,11 @@
#endif
#ifdef USE_ENVMAP
#if ! defined( STANDARD ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )
varying vec3 vWorldPosition;
#endif
#ifdef ENVMAP_TYPE_CUBE
uniform samplerCube envMap;
#else
......@@ -12,13 +17,9 @@
uniform float flipEnvMap;
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( STANDARD )
uniform float refractionRatio;
#else
varying vec3 vReflect;
#endif
#endif
#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) && ! defined( STANDARD )
#ifdef USE_ENVMAP
varying vec3 vReflect;
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )
varying vec3 vWorldPosition;
uniform float refractionRatio;
#else
varying vec3 vReflect;
uniform float refractionRatio;
#endif
#endif
#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) && ! defined( STANDARD )
#ifdef USE_ENVMAP
vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )
vec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );
vWorldPosition = worldPosition.xyz;
#ifdef ENVMAP_MODE_REFLECTION
#else
vReflect = reflect( cameraToVertex, worldNormal );
vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );
#else
vec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );
#ifdef ENVMAP_MODE_REFLECTION
vReflect = reflect( cameraToVertex, worldNormal );
#else
vReflect = refract( cameraToVertex, worldNormal, refractionRatio );
vReflect = refract( cameraToVertex, worldNormal, refractionRatio );
#endif
#endif
......
#ifdef USE_ENVMAP
varying vec3 vWorldPosition;
#endif
varying vec3 vViewPosition;
#ifndef FLAT_SHADED
......
#ifdef USE_ENVMAP
varying vec3 vWorldPosition;
#endif
#ifdef USE_ENVMAP
vWorldPosition = worldPosition.xyz;
#endif
......@@ -13,7 +13,6 @@ varying vec3 vViewPosition;
#include <uv2_pars_vertex>
#include <displacementmap_pars_vertex>
#include <envmap_pars_vertex>
#include <lights_phong_pars_vertex>
#include <color_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
......@@ -49,7 +48,6 @@ void main() {
#include <worldpos_vertex>
#include <envmap_vertex>
#include <lights_phong_vertex>
#include <shadowmap_vertex>
}
......@@ -12,7 +12,6 @@ varying vec3 vViewPosition;
#include <uv_pars_vertex>
#include <uv2_pars_vertex>
#include <displacementmap_pars_vertex>
#include <envmap_pars_vertex>
#include <color_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
......@@ -48,7 +47,6 @@ void main() { // STANDARD
vViewPosition = - mvPosition.xyz;
#include <worldpos_vertex>
#include <envmap_vertex>
#include <shadowmap_vertex>
}
......@@ -154,8 +154,6 @@
"src/renderers/shaders/ShaderChunk/lights_pars.glsl",
"src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl",
"src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl",
"src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl",
"src/renderers/shaders/ShaderChunk/lights_phong_vertex.glsl",
"src/renderers/shaders/ShaderChunk/lights_standard_fragment.glsl",
"src/renderers/shaders/ShaderChunk/lights_standard_pars_fragment.glsl",
"src/renderers/shaders/ShaderChunk/lights_template.glsl",
......
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