提交 a857c7a4 编写于 作者: S sunag

rename to lights_type_kind

上级 33bd1a3d
......@@ -84,7 +84,7 @@ THREE.ShaderSkin = {
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "bsdfs" ],
THREE.ShaderChunk[ "packing" ],
THREE.ShaderChunk[ "begin_lights_pars" ],
THREE.ShaderChunk[ "lights_pars_begin" ],
THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
THREE.ShaderChunk[ "fog_pars_fragment" ],
THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
......@@ -264,7 +264,7 @@ THREE.ShaderSkin = {
"varying vec3 vViewPosition;",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "begin_lights_pars" ],
THREE.ShaderChunk[ "lights_pars_begin" ],
THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
THREE.ShaderChunk[ "fog_pars_vertex" ],
......@@ -368,7 +368,7 @@ THREE.ShaderSkin = {
"varying vec3 vViewPosition;",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "begin_lights_pars" ],
THREE.ShaderChunk[ "lights_pars_begin" ],
THREE.ShaderChunk[ "fog_pars_fragment" ],
"float fresnelReflectance( vec3 H, vec3 V, float F0 ) {",
......
......@@ -144,7 +144,7 @@ THREE.PhongNode.prototype.build = function ( builder ) {
"#include <common>",
"#include <fog_pars_fragment>",
"#include <bsdfs>",
"#include <begin_lights_pars>",
"#include <lights_pars_begin>",
"#include <lights_phong_pars_fragment>",
"#include <shadowmap_pars_fragment>",
"#include <logdepthbuf_pars_fragment>"
......@@ -208,8 +208,8 @@ THREE.PhongNode.prototype.build = function ( builder ) {
'material.specularShininess = shininess;',
'material.specularStrength = specularStrength;',
"#include <begin_lights_fragment>",
"#include <end_lights_fragment>"
"#include <lights_fragment_begin>",
"#include <lights_fragment_end>"
);
if ( light ) {
......
......@@ -182,7 +182,7 @@ THREE.StandardNode.prototype.build = function ( builder ) {
"#include <common>",
"#include <fog_pars_fragment>",
"#include <bsdfs>",
"#include <begin_lights_pars>",
"#include <lights_pars_begin>",
"#include <lights_physical_pars_fragment>",
"#include <shadowmap_pars_fragment>",
"#include <logdepthbuf_pars_fragment>",
......@@ -287,8 +287,8 @@ THREE.StandardNode.prototype.build = function ( builder ) {
}
output.push(
"#include <begin_lights_fragment>",
"#include <end_lights_fragment>"
"#include <lights_fragment_begin>",
"#include <lights_fragment_end>"
);
if ( light ) {
......
......@@ -144,7 +144,7 @@ THREE.Water = function ( geometry, options ) {
THREE.ShaderChunk[ 'packing' ],
THREE.ShaderChunk[ 'bsdfs' ],
THREE.ShaderChunk[ 'fog_pars_fragment' ],
THREE.ShaderChunk[ 'begin_lights_pars' ],
THREE.ShaderChunk[ 'lights_pars_begin' ],
THREE.ShaderChunk[ 'shadowmap_pars_fragment' ],
THREE.ShaderChunk[ 'shadowmask_pars_fragment' ],
......
......@@ -36,15 +36,15 @@ import gradientmap_pars_fragment from './ShaderChunk/gradientmap_pars_fragment.g
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 begin_lights_pars from './ShaderChunk/begin_lights_pars.glsl';
import maps_lights_pars from './ShaderChunk/maps_lights_pars.glsl';
import lights_pars_begin from './ShaderChunk/lights_pars_begin.glsl';
import lights_pars_maps from './ShaderChunk/lights_pars_maps.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';
import lights_physical_pars_fragment from './ShaderChunk/lights_physical_pars_fragment.glsl';
import begin_lights_fragment from './ShaderChunk/begin_lights_fragment.glsl';
import maps_lights_fragment from './ShaderChunk/maps_lights_fragment.glsl';
import end_lights_fragment from './ShaderChunk/end_lights_fragment.glsl';
import lights_fragment_begin from './ShaderChunk/lights_fragment_begin.glsl';
import lights_fragment_maps from './ShaderChunk/lights_fragment_maps.glsl';
import lights_fragment_end from './ShaderChunk/lights_fragment_end.glsl';
import logdepthbuf_fragment from './ShaderChunk/logdepthbuf_fragment.glsl';
import logdepthbuf_pars_fragment from './ShaderChunk/logdepthbuf_pars_fragment.glsl';
import logdepthbuf_pars_vertex from './ShaderChunk/logdepthbuf_pars_vertex.glsl';
......@@ -151,15 +151,15 @@ export var ShaderChunk = {
lightmap_fragment: lightmap_fragment,
lightmap_pars_fragment: lightmap_pars_fragment,
lights_lambert_vertex: lights_lambert_vertex,
begin_lights_pars: begin_lights_pars,
maps_lights_pars: maps_lights_pars,
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,
lights_physical_pars_fragment: lights_physical_pars_fragment,
begin_lights_fragment: begin_lights_fragment,
maps_lights_fragment: maps_lights_fragment,
end_lights_fragment: end_lights_fragment,
lights_fragment_begin: lights_fragment_begin,
lights_fragment_maps: lights_fragment_maps,
lights_fragment_end: lights_fragment_end,
logdepthbuf_fragment: logdepthbuf_fragment,
logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
......
......@@ -23,8 +23,8 @@ varying vec3 vLightFront;
#include <emissivemap_pars_fragment>
#include <envmap_pars_fragment>
#include <bsdfs>
#include <begin_lights_pars>
#include <maps_lights_pars>
#include <lights_pars_begin>
#include <lights_pars_maps>
#include <fog_pars_fragment>
#include <shadowmap_pars_fragment>
#include <shadowmask_pars_fragment>
......
......@@ -13,8 +13,8 @@ varying vec3 vLightFront;
#include <uv2_pars_vertex>
#include <envmap_pars_vertex>
#include <bsdfs>
#include <begin_lights_pars>
#include <maps_lights_pars>
#include <lights_pars_begin>
#include <lights_pars_maps>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <morphtarget_pars_vertex>
......
......@@ -21,8 +21,8 @@ uniform float opacity;
#include <gradientmap_pars_fragment>
#include <fog_pars_fragment>
#include <bsdfs>
#include <begin_lights_pars>
#include <maps_lights_pars>
#include <lights_pars_begin>
#include <lights_pars_maps>
#include <lights_phong_pars_fragment>
#include <shadowmap_pars_fragment>
#include <bumpmap_pars_fragment>
......@@ -50,9 +50,9 @@ void main() {
// accumulation
#include <lights_phong_fragment>
#include <begin_lights_fragment>
#include <maps_lights_fragment>
#include <end_lights_fragment>
#include <lights_fragment_begin>
#include <lights_fragment_maps>
#include <lights_fragment_end>
// modulation
#include <aomap_fragment>
......
......@@ -34,8 +34,8 @@ varying vec3 vViewPosition;
#include <fog_pars_fragment>
#include <bsdfs>
#include <cube_uv_reflection_fragment>
#include <begin_lights_pars>
#include <maps_lights_pars>
#include <lights_pars_begin>
#include <lights_pars_maps>
#include <lights_physical_pars_fragment>
#include <shadowmap_pars_fragment>
#include <bumpmap_pars_fragment>
......@@ -65,9 +65,9 @@ void main() {
// accumulation
#include <lights_physical_fragment>
#include <begin_lights_fragment>
#include <maps_lights_fragment>
#include <end_lights_fragment>
#include <lights_fragment_begin>
#include <lights_fragment_maps>
#include <lights_fragment_end>
// modulation
#include <aomap_fragment>
......
......@@ -5,7 +5,7 @@ uniform float opacity;
#include <packing>
#include <fog_pars_fragment>
#include <bsdfs>
#include <begin_lights_pars>
#include <lights_pars_begin>
#include <shadowmap_pars_fragment>
#include <shadowmask_pars_fragment>
......
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册