提交 9ae10fc9 编写于 作者: B Ben Houston

remove linear_to_gamma_fragment, replaced by new output encoding support.

上级 052254b1
......@@ -64,31 +64,3 @@ vec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 poi
return lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;
}
vec3 inputToLinear( in vec3 a ) {
#ifdef GAMMA_INPUT
return pow( a, vec3( float( GAMMA_FACTOR ) ) );
#else
return a;
#endif
}
vec3 linearToOutput( in vec3 a ) {
#ifdef GAMMA_OUTPUT
return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );
#else
return a;
#endif
}
outgoingLight = linearToOutputTexel( outgoingLight );
......@@ -155,7 +155,6 @@
"src/renderers/shaders/ShaderChunk/lights_standard_fragment.glsl",
"src/renderers/shaders/ShaderChunk/lights_standard_pars_fragment.glsl",
"src/renderers/shaders/ShaderChunk/lights_template.glsl",
"src/renderers/shaders/ShaderChunk/linear_to_gamma_fragment.glsl",
"src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl",
"src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl",
"src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl",
......
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