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a857c7a4
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a857c7a4
编写于
2月 10, 2018
作者:
S
sunag
浏览文件
操作
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电子邮件补丁
差异文件
rename to lights_type_kind
上级
33bd1a3d
变更
15
显示空白变更内容
内联
并排
Showing
15 changed file
with
35 addition
and
35 deletion
+35
-35
examples/js/ShaderSkin.js
examples/js/ShaderSkin.js
+3
-3
examples/js/nodes/materials/PhongNode.js
examples/js/nodes/materials/PhongNode.js
+3
-3
examples/js/nodes/materials/StandardNode.js
examples/js/nodes/materials/StandardNode.js
+3
-3
examples/js/objects/Water.js
examples/js/objects/Water.js
+1
-1
src/renderers/shaders/ShaderChunk.js
src/renderers/shaders/ShaderChunk.js
+10
-10
src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl
src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl
+0
-0
src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl
src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl
+0
-0
src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl
src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl
+0
-0
src/renderers/shaders/ShaderChunk/lights_pars_begin.glsl
src/renderers/shaders/ShaderChunk/lights_pars_begin.glsl
+0
-0
src/renderers/shaders/ShaderChunk/lights_pars_maps.glsl
src/renderers/shaders/ShaderChunk/lights_pars_maps.glsl
+0
-0
src/renderers/shaders/ShaderLib/meshlambert_frag.glsl
src/renderers/shaders/ShaderLib/meshlambert_frag.glsl
+2
-2
src/renderers/shaders/ShaderLib/meshlambert_vert.glsl
src/renderers/shaders/ShaderLib/meshlambert_vert.glsl
+2
-2
src/renderers/shaders/ShaderLib/meshphong_frag.glsl
src/renderers/shaders/ShaderLib/meshphong_frag.glsl
+5
-5
src/renderers/shaders/ShaderLib/meshphysical_frag.glsl
src/renderers/shaders/ShaderLib/meshphysical_frag.glsl
+5
-5
src/renderers/shaders/ShaderLib/shadow_frag.glsl
src/renderers/shaders/ShaderLib/shadow_frag.glsl
+1
-1
未找到文件。
examples/js/ShaderSkin.js
浏览文件 @
a857c7a4
...
...
@@ -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 ) {
"
,
...
...
examples/js/nodes/materials/PhongNode.js
浏览文件 @
a857c7a4
...
...
@@ -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
)
{
...
...
examples/js/nodes/materials/StandardNode.js
浏览文件 @
a857c7a4
...
...
@@ -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
)
{
...
...
examples/js/objects/Water.js
浏览文件 @
a857c7a4
...
...
@@ -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
'
],
...
...
src/renderers/shaders/ShaderChunk.js
浏览文件 @
a857c7a4
...
...
@@ -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_par
s.glsl
'
;
import
lights_pars_begin
from
'
./ShaderChunk/lights_pars_begin
.glsl
'
;
import
lights_pars_maps
from
'
./ShaderChunk/lights_pars_map
s.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_par
s
,
lights_pars_begin
:
lights_pars_begin
,
lights_pars_maps
:
lights_pars_map
s
,
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
,
...
...
src/renderers/shaders/ShaderChunk/
begin_lights_fragment
.glsl
→
src/renderers/shaders/ShaderChunk/
lights_fragment_begin
.glsl
浏览文件 @
a857c7a4
文件已移动
src/renderers/shaders/ShaderChunk/
end_lights_fragment
.glsl
→
src/renderers/shaders/ShaderChunk/
lights_fragment_end
.glsl
浏览文件 @
a857c7a4
文件已移动
src/renderers/shaders/ShaderChunk/
maps_lights_fragment
.glsl
→
src/renderers/shaders/ShaderChunk/
lights_fragment_maps
.glsl
浏览文件 @
a857c7a4
文件已移动
src/renderers/shaders/ShaderChunk/
begin_lights_pars
.glsl
→
src/renderers/shaders/ShaderChunk/
lights_pars_begin
.glsl
浏览文件 @
a857c7a4
文件已移动
src/renderers/shaders/ShaderChunk/
maps_lights_par
s.glsl
→
src/renderers/shaders/ShaderChunk/
lights_pars_map
s.glsl
浏览文件 @
a857c7a4
文件已移动
src/renderers/shaders/ShaderLib/meshlambert_frag.glsl
浏览文件 @
a857c7a4
...
...
@@ -23,8 +23,8 @@ varying vec3 vLightFront;
#include <emissivemap_pars_fragment>
#include <envmap_pars_fragment>
#include <bsdfs>
#include <
begin_lights_pars
>
#include <
maps_lights_par
s>
#include <
lights_pars_begin
>
#include <
lights_pars_map
s>
#include <fog_pars_fragment>
#include <shadowmap_pars_fragment>
#include <shadowmask_pars_fragment>
...
...
src/renderers/shaders/ShaderLib/meshlambert_vert.glsl
浏览文件 @
a857c7a4
...
...
@@ -13,8 +13,8 @@ varying vec3 vLightFront;
#include <uv2_pars_vertex>
#include <envmap_pars_vertex>
#include <bsdfs>
#include <
begin_lights_pars
>
#include <
maps_lights_par
s>
#include <
lights_pars_begin
>
#include <
lights_pars_map
s>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <morphtarget_pars_vertex>
...
...
src/renderers/shaders/ShaderLib/meshphong_frag.glsl
浏览文件 @
a857c7a4
...
...
@@ -21,8 +21,8 @@ uniform float opacity;
#include <gradientmap_pars_fragment>
#include <fog_pars_fragment>
#include <bsdfs>
#include <
begin_lights_pars
>
#include <
maps_lights_par
s>
#include <
lights_pars_begin
>
#include <
lights_pars_map
s>
#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>
...
...
src/renderers/shaders/ShaderLib/meshphysical_frag.glsl
浏览文件 @
a857c7a4
...
...
@@ -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_par
s>
#include <
lights_pars_begin
>
#include <
lights_pars_map
s>
#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>
...
...
src/renderers/shaders/ShaderLib/shadow_frag.glsl
浏览文件 @
a857c7a4
...
...
@@ -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>
...
...
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