未验证 提交 2f207a5d 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #14406 from WestLangley/dev-rename_lights_pars_maps

lights_pars_maps -> envmap_physical_pars_fragment
......@@ -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,
......
......@@ -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;
......
......@@ -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 )
......
......@@ -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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