提交 cc52143e 编写于 作者: M Mr.doob

Clean up.

上级 ea619a19
...@@ -13,14 +13,14 @@ THREE.ShaderLib = { ...@@ -13,14 +13,14 @@ THREE.ShaderLib = {
uniforms: THREE.UniformsUtils.merge( [ uniforms: THREE.UniformsUtils.merge( [
THREE.UniformsLib[ "common" ], THREE.UniformsLib[ 'common' ],
THREE.UniformsLib[ "aomap" ], THREE.UniformsLib[ 'aomap' ],
THREE.UniformsLib[ "fog" ] THREE.UniformsLib[ 'fog' ]
] ), ] ),
vertexShader: THREE.ShaderChunk['meshbasic_vert'], vertexShader: THREE.ShaderChunk[ 'meshbasic_vert' ],
fragmentShader: THREE.ShaderChunk['meshbasic_frag'] fragmentShader: THREE.ShaderChunk[ 'meshbasic_frag' ]
}, },
...@@ -28,12 +28,12 @@ THREE.ShaderLib = { ...@@ -28,12 +28,12 @@ THREE.ShaderLib = {
uniforms: THREE.UniformsUtils.merge( [ uniforms: THREE.UniformsUtils.merge( [
THREE.UniformsLib[ "common" ], THREE.UniformsLib[ 'common' ],
THREE.UniformsLib[ "aomap" ], THREE.UniformsLib[ 'aomap' ],
THREE.UniformsLib[ "lightmap" ], THREE.UniformsLib[ 'lightmap' ],
THREE.UniformsLib[ "emissivemap" ], THREE.UniformsLib[ 'emissivemap' ],
THREE.UniformsLib[ "fog" ], THREE.UniformsLib[ 'fog' ],
THREE.UniformsLib[ "lights" ], THREE.UniformsLib[ 'lights' ],
{ {
"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) } "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }
...@@ -41,8 +41,8 @@ THREE.ShaderLib = { ...@@ -41,8 +41,8 @@ THREE.ShaderLib = {
] ), ] ),
vertexShader: THREE.ShaderChunk['meshlambert_vert'], vertexShader: THREE.ShaderChunk[ 'meshlambert_vert' ],
fragmentShader: THREE.ShaderChunk['meshlambert_frag'] fragmentShader: THREE.ShaderChunk[ 'meshlambert_frag' ]
}, },
...@@ -50,15 +50,15 @@ THREE.ShaderLib = { ...@@ -50,15 +50,15 @@ THREE.ShaderLib = {
uniforms: THREE.UniformsUtils.merge( [ uniforms: THREE.UniformsUtils.merge( [
THREE.UniformsLib[ "common" ], THREE.UniformsLib[ 'common' ],
THREE.UniformsLib[ "aomap" ], THREE.UniformsLib[ 'aomap' ],
THREE.UniformsLib[ "lightmap" ], THREE.UniformsLib[ 'lightmap' ],
THREE.UniformsLib[ "emissivemap" ], THREE.UniformsLib[ 'emissivemap' ],
THREE.UniformsLib[ "bumpmap" ], THREE.UniformsLib[ 'bumpmap' ],
THREE.UniformsLib[ "normalmap" ], THREE.UniformsLib[ 'normalmap' ],
THREE.UniformsLib[ "displacementmap" ], THREE.UniformsLib[ 'displacementmap' ],
THREE.UniformsLib[ "fog" ], THREE.UniformsLib[ 'fog' ],
THREE.UniformsLib[ "lights" ], THREE.UniformsLib[ 'lights' ],
{ {
"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }, "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
...@@ -68,8 +68,8 @@ THREE.ShaderLib = { ...@@ -68,8 +68,8 @@ THREE.ShaderLib = {
] ), ] ),
vertexShader: THREE.ShaderChunk['meshphong_vert'], vertexShader: THREE.ShaderChunk[ 'meshphong_vert' ],
fragmentShader: THREE.ShaderChunk['meshphong_frag'] fragmentShader: THREE.ShaderChunk[ 'meshphong_frag' ]
}, },
...@@ -77,17 +77,17 @@ THREE.ShaderLib = { ...@@ -77,17 +77,17 @@ THREE.ShaderLib = {
uniforms: THREE.UniformsUtils.merge( [ uniforms: THREE.UniformsUtils.merge( [
THREE.UniformsLib[ "common" ], THREE.UniformsLib[ 'common' ],
THREE.UniformsLib[ "aomap" ], THREE.UniformsLib[ 'aomap' ],
THREE.UniformsLib[ "lightmap" ], THREE.UniformsLib[ 'lightmap' ],
THREE.UniformsLib[ "emissivemap" ], THREE.UniformsLib[ 'emissivemap' ],
THREE.UniformsLib[ "bumpmap" ], THREE.UniformsLib[ 'bumpmap' ],
THREE.UniformsLib[ "normalmap" ], THREE.UniformsLib[ 'normalmap' ],
THREE.UniformsLib[ "displacementmap" ], THREE.UniformsLib[ 'displacementmap' ],
THREE.UniformsLib[ "roughnessmap" ], THREE.UniformsLib[ 'roughnessmap' ],
THREE.UniformsLib[ "metalnessmap" ], THREE.UniformsLib[ 'metalnessmap' ],
THREE.UniformsLib[ "fog" ], THREE.UniformsLib[ 'fog' ],
THREE.UniformsLib[ "lights" ], THREE.UniformsLib[ 'lights' ],
{ {
"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }, "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
...@@ -98,8 +98,8 @@ THREE.ShaderLib = { ...@@ -98,8 +98,8 @@ THREE.ShaderLib = {
] ), ] ),
vertexShader: THREE.ShaderChunk['meshstandard_vert'], vertexShader: THREE.ShaderChunk[ 'meshstandard_vert' ],
fragmentShader: THREE.ShaderChunk['meshstandard_frag'] fragmentShader: THREE.ShaderChunk[ 'meshstandard_frag' ]
}, },
...@@ -107,13 +107,13 @@ THREE.ShaderLib = { ...@@ -107,13 +107,13 @@ THREE.ShaderLib = {
uniforms: THREE.UniformsUtils.merge( [ uniforms: THREE.UniformsUtils.merge( [
THREE.UniformsLib[ "points" ], THREE.UniformsLib[ 'points' ],
THREE.UniformsLib[ "fog" ] THREE.UniformsLib[ 'fog' ]
] ), ] ),
vertexShader: THREE.ShaderChunk['points_vert'], vertexShader: THREE.ShaderChunk[ 'points_vert' ],
fragmentShader: THREE.ShaderChunk['points_frag'] fragmentShader: THREE.ShaderChunk[ 'points_frag' ]
}, },
...@@ -121,8 +121,8 @@ THREE.ShaderLib = { ...@@ -121,8 +121,8 @@ THREE.ShaderLib = {
uniforms: THREE.UniformsUtils.merge( [ uniforms: THREE.UniformsUtils.merge( [
THREE.UniformsLib[ "common" ], THREE.UniformsLib[ 'common' ],
THREE.UniformsLib[ "fog" ], THREE.UniformsLib[ 'fog' ],
{ {
"scale" : { type: "1f", value: 1 }, "scale" : { type: "1f", value: 1 },
...@@ -132,8 +132,8 @@ THREE.ShaderLib = { ...@@ -132,8 +132,8 @@ THREE.ShaderLib = {
] ), ] ),
vertexShader: THREE.ShaderChunk['linedashed_vert'], vertexShader: THREE.ShaderChunk[ 'linedashed_vert' ],
fragmentShader: THREE.ShaderChunk['linedashed_frag'] fragmentShader: THREE.ShaderChunk[ 'linedashed_frag' ]
}, },
...@@ -147,8 +147,8 @@ THREE.ShaderLib = { ...@@ -147,8 +147,8 @@ THREE.ShaderLib = {
}, },
vertexShader: THREE.ShaderChunk['depth_vert'], vertexShader: THREE.ShaderChunk[ 'depth_vert' ],
fragmentShader: THREE.ShaderChunk['depth_frag'] fragmentShader: THREE.ShaderChunk[ 'depth_frag' ]
}, },
...@@ -160,8 +160,8 @@ THREE.ShaderLib = { ...@@ -160,8 +160,8 @@ THREE.ShaderLib = {
}, },
vertexShader: THREE.ShaderChunk['normal_vert'], vertexShader: THREE.ShaderChunk[ 'normal_vert' ],
fragmentShader: THREE.ShaderChunk['normal_frag'] fragmentShader: THREE.ShaderChunk[ 'normal_frag' ]
}, },
...@@ -176,8 +176,8 @@ THREE.ShaderLib = { ...@@ -176,8 +176,8 @@ THREE.ShaderLib = {
"tFlip": { type: "1f", value: - 1 } "tFlip": { type: "1f", value: - 1 }
}, },
vertexShader: THREE.ShaderChunk['cube_vert'], vertexShader: THREE.ShaderChunk[ 'cube_vert' ],
fragmentShader: THREE.ShaderChunk['cube_frag'] fragmentShader: THREE.ShaderChunk[ 'cube_frag' ]
}, },
...@@ -192,8 +192,8 @@ THREE.ShaderLib = { ...@@ -192,8 +192,8 @@ THREE.ShaderLib = {
"tFlip": { type: "1f", value: - 1 } "tFlip": { type: "1f", value: - 1 }
}, },
vertexShader: THREE.ShaderChunk['equirect_vert'], vertexShader: THREE.ShaderChunk[ 'equirect_vert' ],
fragmentShader: THREE.ShaderChunk['equirect_frag'] fragmentShader: THREE.ShaderChunk[ 'equirect_frag' ]
}, },
...@@ -213,8 +213,8 @@ THREE.ShaderLib = { ...@@ -213,8 +213,8 @@ THREE.ShaderLib = {
uniforms: {}, uniforms: {},
vertexShader: THREE.ShaderChunk['depthRGBA_vert'], vertexShader: THREE.ShaderChunk[ 'depthRGBA_vert' ],
fragmentShader: THREE.ShaderChunk['depthRGBA_frag'] fragmentShader: THREE.ShaderChunk[ 'depthRGBA_frag' ]
}, },
...@@ -223,12 +223,12 @@ THREE.ShaderLib = { ...@@ -223,12 +223,12 @@ THREE.ShaderLib = {
uniforms: { uniforms: {
"lightPos": { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) } "lightPos": { type: "v3", value: new THREE.Vector3() }
}, },
vertexShader: THREE.ShaderChunk['distanceRGBA_vert'], vertexShader: THREE.ShaderChunk[ 'distanceRGBA_vert' ],
fragmentShader: THREE.ShaderChunk['distanceRGBA_frag'] fragmentShader: THREE.ShaderChunk[ 'distanceRGBA_frag' ]
} }
......
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