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2f207a5d
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体验新版 GitCode,发现更多精彩内容 >>
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2f207a5d
编写于
7月 10, 2018
作者:
M
Mr.doob
提交者:
GitHub
7月 10, 2018
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差异文件
Merge pull request #14406 from WestLangley/dev-rename_lights_pars_maps
lights_pars_maps -> envmap_physical_pars_fragment
上级
db424030
2d8ba2fd
变更
4
隐藏空白更改
内联
并排
Showing
4 changed file
with
8 addition
and
8 deletion
+8
-8
src/renderers/shaders/ShaderChunk.js
src/renderers/shaders/ShaderChunk.js
+2
-2
src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl
...rers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl
+1
-1
src/renderers/shaders/ShaderChunk/envmap_physical_pars_fragment.glsl
...rs/shaders/ShaderChunk/envmap_physical_pars_fragment.glsl
+2
-2
src/renderers/shaders/ShaderLib/meshphysical_frag.glsl
src/renderers/shaders/ShaderLib/meshphysical_frag.glsl
+3
-3
未找到文件。
src/renderers/shaders/ShaderChunk.js
浏览文件 @
2f207a5d
...
...
@@ -37,7 +37,7 @@ import lightmap_fragment from './ShaderChunk/lightmap_fragment.glsl';
import
lightmap_pars_fragment
from
'
./ShaderChunk/lightmap_pars_fragment.glsl
'
;
import
lights_lambert_vertex
from
'
./ShaderChunk/lights_lambert_vertex.glsl
'
;
import
lights_pars_begin
from
'
./ShaderChunk/lights_pars_begin.glsl
'
;
import
lights_pars_maps
from
'
./ShaderChunk/lights_pars_maps
.glsl
'
;
import
envmap_physical_pars_fragment
from
'
./ShaderChunk/envmap_physical_pars_fragment
.glsl
'
;
import
lights_phong_fragment
from
'
./ShaderChunk/lights_phong_fragment.glsl
'
;
import
lights_phong_pars_fragment
from
'
./ShaderChunk/lights_phong_pars_fragment.glsl
'
;
import
lights_physical_fragment
from
'
./ShaderChunk/lights_physical_fragment.glsl
'
;
...
...
@@ -145,6 +145,7 @@ export var ShaderChunk = {
envmap_fragment
:
envmap_fragment
,
envmap_pars_fragment
:
envmap_pars_fragment
,
envmap_pars_vertex
:
envmap_pars_vertex
,
envmap_physical_pars_fragment
:
envmap_physical_pars_fragment
,
envmap_vertex
:
envmap_vertex
,
fog_vertex
:
fog_vertex
,
fog_pars_vertex
:
fog_pars_vertex
,
...
...
@@ -155,7 +156,6 @@ export var ShaderChunk = {
lightmap_pars_fragment
:
lightmap_pars_fragment
,
lights_lambert_vertex
:
lights_lambert_vertex
,
lights_pars_begin
:
lights_pars_begin
,
lights_pars_maps
:
lights_pars_maps
,
lights_phong_fragment
:
lights_phong_fragment
,
lights_phong_pars_fragment
:
lights_phong_pars_fragment
,
lights_physical_fragment
:
lights_physical_fragment
,
...
...
src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl
浏览文件 @
2f207a5d
...
...
@@ -99,7 +99,7 @@ vec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {
#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)
vec4
textureCubeUV
(
vec3
reflectedDirection
,
float
roughness
)
{
vec4
textureCubeUV
(
sampler2D
envMap
,
vec3
reflectedDirection
,
float
roughness
)
{
float
roughnessVal
=
roughness
*
cubeUV_maxLods3
;
float
r1
=
floor
(
roughnessVal
);
float
r2
=
r1
+
1
.
0
;
...
...
src/renderers/shaders/ShaderChunk/
lights_pars_maps
.glsl
→
src/renderers/shaders/ShaderChunk/
envmap_physical_pars_fragment
.glsl
浏览文件 @
2f207a5d
...
...
@@ -27,7 +27,7 @@
#elif defined( ENVMAP_TYPE_CUBE_UV )
vec3
queryVec
=
vec3
(
flipEnvMap
*
worldNormal
.
x
,
worldNormal
.
yz
);
vec4
envMapColor
=
textureCubeUV
(
queryVec
,
1
.
0
);
vec4
envMapColor
=
textureCubeUV
(
envMap
,
queryVec
,
1
.
0
);
#else
...
...
@@ -88,7 +88,7 @@
#elif defined( ENVMAP_TYPE_CUBE_UV )
vec3
queryReflectVec
=
vec3
(
flipEnvMap
*
reflectVec
.
x
,
reflectVec
.
yz
);
vec4
envMapColor
=
textureCubeUV
(
queryReflectVec
,
BlinnExponentToGGXRoughness
(
blinnShininessExponent
));
vec4
envMapColor
=
textureCubeUV
(
envMap
,
queryReflectVec
,
BlinnExponentToGGXRoughness
(
blinnShininessExponent
));
#elif defined( ENVMAP_TYPE_EQUIREC )
...
...
src/renderers/shaders/ShaderLib/meshphysical_frag.glsl
浏览文件 @
2f207a5d
...
...
@@ -30,12 +30,12 @@ varying vec3 vViewPosition;
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <emissivemap_pars_fragment>
#include <envmap_pars_fragment>
#include <fog_pars_fragment>
#include <bsdfs>
#include <cube_uv_reflection_fragment>
#include <envmap_pars_fragment>
#include <envmap_physical_pars_fragment>
#include <fog_pars_fragment>
#include <lights_pars_begin>
#include <lights_pars_maps>
#include <lights_physical_pars_fragment>
#include <shadowmap_pars_fragment>
#include <bumpmap_pars_fragment>
...
...
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