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93bfc79d
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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
提交
93bfc79d
编写于
11月 21, 2016
作者:
T
Takahiro
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Clean up MeshPhongMaterial GLSL
上级
f64bb2de
变更
17
隐藏空白更改
内联
并排
Showing
17 changed file
with
15 addition
and
167 deletion
+15
-167
examples/js/effects/OutlineEffect.js
examples/js/effects/OutlineEffect.js
+1
-1
src/materials/MeshToonMaterial.js
src/materials/MeshToonMaterial.js
+2
-0
src/renderers/WebGLRenderer.js
src/renderers/WebGLRenderer.js
+0
-4
src/renderers/shaders/ShaderChunk.js
src/renderers/shaders/ShaderChunk.js
+0
-4
src/renderers/shaders/ShaderChunk/clipping_planes_pars_fragment.glsl
...rs/shaders/ShaderChunk/clipping_planes_pars_fragment.glsl
+1
-1
src/renderers/shaders/ShaderChunk/clipping_planes_pars_vertex.glsl
...rers/shaders/ShaderChunk/clipping_planes_pars_vertex.glsl
+1
-1
src/renderers/shaders/ShaderChunk/clipping_planes_vertex.glsl
...renderers/shaders/ShaderChunk/clipping_planes_vertex.glsl
+1
-1
src/renderers/shaders/ShaderChunk/envmap_fragment.glsl
src/renderers/shaders/ShaderChunk/envmap_fragment.glsl
+1
-1
src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl
src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl
+2
-2
src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl
src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl
+1
-1
src/renderers/shaders/ShaderChunk/envmap_vertex.glsl
src/renderers/shaders/ShaderChunk/envmap_vertex.glsl
+1
-1
src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl
src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl
+1
-1
src/renderers/shaders/ShaderLib.js
src/renderers/shaders/ShaderLib.js
+1
-25
src/renderers/shaders/ShaderLib/meshphong_frag.glsl
src/renderers/shaders/ShaderLib/meshphong_frag.glsl
+1
-0
src/renderers/shaders/ShaderLib/meshtoon_frag.glsl
src/renderers/shaders/ShaderLib/meshtoon_frag.glsl
+0
-68
src/renderers/shaders/ShaderLib/meshtoon_vert.glsl
src/renderers/shaders/ShaderLib/meshtoon_vert.glsl
+0
-55
src/renderers/webgl/WebGLPrograms.js
src/renderers/webgl/WebGLPrograms.js
+1
-1
未找到文件。
examples/js/effects/OutlineEffect.js
浏览文件 @
93bfc79d
...
...
@@ -62,7 +62,7 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
MeshBasicMaterial
:
'
basic
'
,
MeshLambertMaterial
:
'
lambert
'
,
MeshPhongMaterial
:
'
phong
'
,
MeshToonMaterial
:
'
toon
'
,
MeshToonMaterial
:
'
phong
'
,
MeshStandardMaterial
:
'
physical
'
,
MeshPhysicalMaterial
:
'
physical
'
};
...
...
src/materials/MeshToonMaterial.js
浏览文件 @
93bfc79d
...
...
@@ -55,6 +55,8 @@ function MeshToonMaterial( parameters ) {
MeshPhongMaterial
.
call
(
this
);
this
.
defines
=
{
'
TOON
'
:
''
};
this
.
type
=
'
MeshToonMaterial
'
;
this
.
gradientMap
=
null
;
...
...
src/renderers/WebGLRenderer.js
浏览文件 @
93bfc79d
...
...
@@ -623,7 +623,6 @@ function WebGLRenderer( parameters ) {
_gl
.
bindBuffer
(
_gl
.
ARRAY_BUFFER
,
buffers
.
normal
);
if
(
!
material
.
isMeshPhongMaterial
&&
!
material
.
isMeshToonMaterial
&&
!
material
.
isMeshStandardMaterial
&&
material
.
shading
===
FlatShading
)
{
...
...
@@ -1776,7 +1775,6 @@ function WebGLRenderer( parameters ) {
if
(
material
.
isShaderMaterial
||
material
.
isMeshPhongMaterial
||
material
.
isMeshToonMaterial
||
material
.
isMeshStandardMaterial
||
material
.
envMap
)
{
...
...
@@ -1792,7 +1790,6 @@ function WebGLRenderer( parameters ) {
}
if
(
material
.
isMeshPhongMaterial
||
material
.
isMeshToonMaterial
||
material
.
isMeshLambertMaterial
||
material
.
isMeshBasicMaterial
||
material
.
isMeshStandardMaterial
||
...
...
@@ -1865,7 +1862,6 @@ function WebGLRenderer( parameters ) {
if
(
material
.
isMeshBasicMaterial
||
material
.
isMeshLambertMaterial
||
material
.
isMeshPhongMaterial
||
material
.
isMeshToonMaterial
||
material
.
isMeshStandardMaterial
||
material
.
isMeshDepthMaterial
)
{
...
...
src/renderers/shaders/ShaderChunk.js
浏览文件 @
93bfc79d
...
...
@@ -99,8 +99,6 @@ import meshphong_frag from './ShaderLib/meshphong_frag.glsl';
import
meshphong_vert
from
'
./ShaderLib/meshphong_vert.glsl
'
;
import
meshphysical_frag
from
'
./ShaderLib/meshphysical_frag.glsl
'
;
import
meshphysical_vert
from
'
./ShaderLib/meshphysical_vert.glsl
'
;
import
meshtoon_frag
from
'
./ShaderLib/meshtoon_frag.glsl
'
;
import
meshtoon_vert
from
'
./ShaderLib/meshtoon_vert.glsl
'
;
import
normal_frag
from
'
./ShaderLib/normal_frag.glsl
'
;
import
normal_vert
from
'
./ShaderLib/normal_vert.glsl
'
;
import
points_frag
from
'
./ShaderLib/points_frag.glsl
'
;
...
...
@@ -210,8 +208,6 @@ export var ShaderChunk = {
meshphong_vert
:
meshphong_vert
,
meshphysical_frag
:
meshphysical_frag
,
meshphysical_vert
:
meshphysical_vert
,
meshtoon_frag
:
meshtoon_frag
,
meshtoon_vert
:
meshtoon_vert
,
normal_frag
:
normal_frag
,
normal_vert
:
normal_vert
,
points_frag
:
points_frag
,
...
...
src/renderers/shaders/ShaderChunk/clipping_planes_pars_fragment.glsl
浏览文件 @
93bfc79d
#if NUM_CLIPPING_PLANES > 0
#if ! defined( PHYSICAL ) && ! defined( PHONG )
&& ! defined( TOON )
#if ! defined( PHYSICAL ) && ! defined( PHONG )
varying
vec3
vViewPosition
;
#endif
...
...
src/renderers/shaders/ShaderChunk/clipping_planes_pars_vertex.glsl
浏览文件 @
93bfc79d
#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )
&& ! defined( TOON )
#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )
varying
vec3
vViewPosition
;
#endif
src/renderers/shaders/ShaderChunk/clipping_planes_vertex.glsl
浏览文件 @
93bfc79d
#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )
&& ! defined( TOON )
#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )
vViewPosition
=
-
mvPosition
.
xyz
;
#endif
src/renderers/shaders/ShaderChunk/envmap_fragment.glsl
浏览文件 @
93bfc79d
#ifdef USE_ENVMAP
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )
|| defined( TOON )
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )
vec3
cameraToVertex
=
normalize
(
vWorldPosition
-
cameraPosition
);
...
...
src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl
浏览文件 @
93bfc79d
...
...
@@ -5,7 +5,7 @@
#ifdef USE_ENVMAP
#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )
|| defined( TOON )
)
#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )
varying
vec3
vWorldPosition
;
#endif
...
...
@@ -16,7 +16,7 @@
#endif
uniform
float
flipEnvMap
;
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined(
TOON ) || defined(
PHYSICAL )
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )
uniform
float
refractionRatio
;
#else
varying
vec3
vReflect
;
...
...
src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl
浏览文件 @
93bfc79d
#ifdef USE_ENVMAP
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )
|| defined( TOON )
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )
varying
vec3
vWorldPosition
;
#else
...
...
src/renderers/shaders/ShaderChunk/envmap_vertex.glsl
浏览文件 @
93bfc79d
#ifdef USE_ENVMAP
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )
|| defined( TOON )
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )
vWorldPosition
=
worldPosition
.
xyz
;
...
...
src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl
浏览文件 @
93bfc79d
#if defined( USE_ENVMAP ) || defined( PHONG ) || defined(
TOON ) || defined(
PHYSICAL ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )
#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( PHYSICAL ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )
#ifdef USE_SKINNING
...
...
src/renderers/shaders/ShaderLib.js
浏览文件 @
93bfc79d
...
...
@@ -54,6 +54,7 @@ var ShaderLib = {
UniformsLib
.
bumpmap
,
UniformsLib
.
normalmap
,
UniformsLib
.
displacementmap
,
UniformsLib
.
gradientmap
,
UniformsLib
.
fog
,
UniformsLib
.
lights
,
{
...
...
@@ -68,31 +69,6 @@ var ShaderLib = {
},
toon
:
{
uniforms
:
Object
.
assign
(
{},
UniformsLib
.
common
,
UniformsLib
.
aomap
,
UniformsLib
.
lightmap
,
UniformsLib
.
emissivemap
,
UniformsLib
.
bumpmap
,
UniformsLib
.
normalmap
,
UniformsLib
.
displacementmap
,
UniformsLib
.
gradientmap
,
UniformsLib
.
fog
,
UniformsLib
.
lights
,
{
emissive
:
{
value
:
new
Color
(
0x000000
)
},
specular
:
{
value
:
new
Color
(
0x111111
)
},
shininess
:
{
value
:
30
}
}
),
vertexShader
:
ShaderChunk
.
meshtoon_vert
,
fragmentShader
:
ShaderChunk
.
meshtoon_frag
},
standard
:
{
uniforms
:
Object
.
assign
(
{},
...
...
src/renderers/shaders/ShaderLib/meshphong_frag.glsl
浏览文件 @
93bfc79d
...
...
@@ -17,6 +17,7 @@ uniform float opacity;
#include <lightmap_pars_fragment>
#include <emissivemap_pars_fragment>
#include <envmap_pars_fragment>
#include <gradientmap_pars_fragment>
#include <fog_pars_fragment>
#include <bsdfs>
#include <lights_pars>
...
...
src/renderers/shaders/ShaderLib/meshtoon_frag.glsl
已删除
100644 → 0
浏览文件 @
f64bb2de
#define TOON
uniform
vec3
diffuse
;
uniform
vec3
emissive
;
uniform
vec3
specular
;
uniform
float
shininess
;
uniform
float
opacity
;
#include <common>
#include <packing>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <uv2_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <emissivemap_pars_fragment>
#include <envmap_pars_fragment>
#include <gradientmap_pars_fragment>
#include <fog_pars_fragment>
#include <bsdfs>
#include <lights_pars>
#include <lights_phong_pars_fragment>
#include <shadowmap_pars_fragment>
#include <bumpmap_pars_fragment>
#include <normalmap_pars_fragment>
#include <specularmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void
main
()
{
#include <clipping_planes_fragment>
vec4
diffuseColor
=
vec4
(
diffuse
,
opacity
);
ReflectedLight
reflectedLight
=
ReflectedLight
(
vec3
(
0
.
0
),
vec3
(
0
.
0
),
vec3
(
0
.
0
),
vec3
(
0
.
0
)
);
vec3
totalEmissiveRadiance
=
emissive
;
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <specularmap_fragment>
#include <normal_flip>
#include <normal_fragment>
#include <emissivemap_fragment>
// accumulation
#include <lights_phong_fragment>
#include <lights_template>
// modulation
#include <aomap_fragment>
vec3
outgoingLight
=
reflectedLight
.
directDiffuse
+
reflectedLight
.
indirectDiffuse
+
reflectedLight
.
directSpecular
+
reflectedLight
.
indirectSpecular
+
totalEmissiveRadiance
;
#include <envmap_fragment>
gl_FragColor
=
vec4
(
outgoingLight
,
diffuseColor
.
a
);
#include <premultiplied_alpha_fragment>
#include <tonemapping_fragment>
#include <encodings_fragment>
#include <fog_fragment>
}
src/renderers/shaders/ShaderLib/meshtoon_vert.glsl
已删除
100644 → 0
浏览文件 @
f64bb2de
#define TOON
varying
vec3
vViewPosition
;
#ifndef FLAT_SHADED
varying
vec3
vNormal
;
#endif
#include <common>
#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>
#include <shadowmap_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void
main
()
{
#include <uv_vertex>
#include <uv2_vertex>
#include <color_vertex>
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED
vNormal
=
normalize
(
transformedNormal
);
#endif
#include <begin_vertex>
#include <displacementmap_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
vViewPosition
=
-
mvPosition
.
xyz
;
#include <worldpos_vertex>
#include <envmap_vertex>
#include <shadowmap_vertex>
}
src/renderers/webgl/WebGLPrograms.js
浏览文件 @
93bfc79d
...
...
@@ -15,7 +15,7 @@ function WebGLPrograms( renderer, capabilities ) {
MeshBasicMaterial
:
'
basic
'
,
MeshLambertMaterial
:
'
lambert
'
,
MeshPhongMaterial
:
'
phong
'
,
MeshToonMaterial
:
'
toon
'
,
MeshToonMaterial
:
'
phong
'
,
MeshStandardMaterial
:
'
physical
'
,
MeshPhysicalMaterial
:
'
physical
'
,
LineBasicMaterial
:
'
basic
'
,
...
...
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