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ee246b4d
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体验新版 GitCode,发现更多精彩内容 >>
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ee246b4d
编写于
3月 26, 2016
作者:
M
Mr.doob
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差异文件
Merge pull request #8464 from tschw/Shaders
GLSL cleanup & portability fix
上级
383f027e
8ceea249
变更
14
隐藏空白更改
内联
并排
Showing
14 changed file
with
33 addition
and
47 deletion
+33
-47
examples/js/loaders/MMDLoader.js
examples/js/loaders/MMDLoader.js
+0
-2
examples/js/nodes/materials/PhongNode.js
examples/js/nodes/materials/PhongNode.js
+0
-2
examples/js/nodes/materials/StandardNode.js
examples/js/nodes/materials/StandardNode.js
+0
-2
examples/webgl_shaders_tonemapping.html
examples/webgl_shaders_tonemapping.html
+0
-1
src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl
...rers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl
+4
-4
src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl
src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl
+5
-4
src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl
src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl
+9
-3
src/renderers/shaders/ShaderChunk/envmap_vertex.glsl
src/renderers/shaders/ShaderChunk/envmap_vertex.glsl
+15
-7
src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
...erers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
+0
-6
src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl
...nderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl
+0
-5
src/renderers/shaders/ShaderChunk/lights_phong_vertex.glsl
src/renderers/shaders/ShaderChunk/lights_phong_vertex.glsl
+0
-5
src/renderers/shaders/ShaderLib/meshphong_vert.glsl
src/renderers/shaders/ShaderLib/meshphong_vert.glsl
+0
-2
src/renderers/shaders/ShaderLib/meshstandard_vert.glsl
src/renderers/shaders/ShaderLib/meshstandard_vert.glsl
+0
-2
utils/build/includes/common.json
utils/build/includes/common.json
+0
-2
未找到文件。
examples/js/loaders/MMDLoader.js
浏览文件 @
ee246b4d
...
...
@@ -3673,7 +3673,6 @@ THREE.ShaderLib[ 'mmd' ] = {
THREE
.
ShaderChunk
[
"
uv2_pars_vertex
"
],
THREE
.
ShaderChunk
[
"
displacementmap_pars_vertex
"
],
THREE
.
ShaderChunk
[
"
envmap_pars_vertex
"
],
THREE
.
ShaderChunk
[
"
lights_phong_pars_vertex
"
],
THREE
.
ShaderChunk
[
"
color_pars_vertex
"
],
THREE
.
ShaderChunk
[
"
morphtarget_pars_vertex
"
],
THREE
.
ShaderChunk
[
"
skinning_pars_vertex
"
],
...
...
@@ -3714,7 +3713,6 @@ THREE.ShaderLib[ 'mmd' ] = {
THREE
.
ShaderChunk
[
"
worldpos_vertex
"
],
THREE
.
ShaderChunk
[
"
envmap_vertex
"
],
THREE
.
ShaderChunk
[
"
lights_phong_vertex
"
],
THREE
.
ShaderChunk
[
"
shadowmap_vertex
"
],
// ---- MMD specific for outline drawing
...
...
examples/js/nodes/materials/PhongNode.js
浏览文件 @
ee246b4d
...
...
@@ -46,7 +46,6 @@ THREE.PhongNode.prototype.build = function( builder ) {
"
#endif
"
,
THREE
.
ShaderChunk
[
"
common
"
],
THREE
.
ShaderChunk
[
"
lights_phong_pars_vertex
"
],
THREE
.
ShaderChunk
[
"
morphtarget_pars_vertex
"
],
THREE
.
ShaderChunk
[
"
skinning_pars_vertex
"
],
THREE
.
ShaderChunk
[
"
shadowmap_pars_vertex
"
],
...
...
@@ -88,7 +87,6 @@ THREE.PhongNode.prototype.build = function( builder ) {
"
vViewPosition = - mvPosition.xyz;
"
,
THREE
.
ShaderChunk
[
"
worldpos_vertex
"
],
THREE
.
ShaderChunk
[
"
lights_phong_vertex
"
],
THREE
.
ShaderChunk
[
"
shadowmap_vertex
"
]
);
...
...
examples/js/nodes/materials/StandardNode.js
浏览文件 @
ee246b4d
...
...
@@ -46,7 +46,6 @@ THREE.StandardNode.prototype.build = function( builder ) {
"
#endif
"
,
THREE
.
ShaderChunk
[
"
common
"
],
THREE
.
ShaderChunk
[
"
lights_phong_pars_vertex
"
],
THREE
.
ShaderChunk
[
"
morphtarget_pars_vertex
"
],
THREE
.
ShaderChunk
[
"
skinning_pars_vertex
"
],
THREE
.
ShaderChunk
[
"
shadowmap_pars_vertex
"
],
...
...
@@ -88,7 +87,6 @@ THREE.StandardNode.prototype.build = function( builder ) {
"
vViewPosition = - mvPosition.xyz;
"
,
THREE
.
ShaderChunk
[
"
worldpos_vertex
"
],
THREE
.
ShaderChunk
[
"
lights_phong_vertex
"
],
THREE
.
ShaderChunk
[
"
shadowmap_vertex
"
]
);
...
...
examples/webgl_shaders_tonemapping.html
浏览文件 @
ee246b4d
...
...
@@ -144,7 +144,6 @@
vertexShader
:
[
"
varying vec3 vViewPosition;
"
,
"
varying vec3 vNormal;
"
,
THREE
.
ShaderChunk
[
"
lights_phong_pars_vertex
"
],
"
void main() {
"
,
THREE
.
ShaderChunk
[
"
beginnormal_vertex
"
],
THREE
.
ShaderChunk
[
"
defaultnormal_vertex
"
],
...
...
src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl
浏览文件 @
ee246b4d
...
...
@@ -19,8 +19,8 @@ int getFaceFromDirection(vec3 direction) {
}
return
face
;
}
const
float
cubeUV_maxLods1
=
log2
(
cubeUV_textureSize
*
0
.
25
)
-
1
.
0
;
const
float
cubeUV_rangeClamp
=
exp2
((
6
.
0
-
1
.
0
)
*
2
.
0
);
float
cubeUV_maxLods1
=
log2
(
cubeUV_textureSize
*
0
.
25
)
-
1
.
0
;
float
cubeUV_rangeClamp
=
exp2
((
6
.
0
-
1
.
0
)
*
2
.
0
);
vec2
MipLevelInfo
(
vec3
vec
,
float
roughnessLevel
,
float
roughness
)
{
float
scale
=
exp2
(
cubeUV_maxLods1
-
roughnessLevel
);
...
...
@@ -35,7 +35,7 @@ vec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {
return
vec2
(
floor
(
mipLevel
),
fract
(
mipLevel
));
}
const
float
cubeUV_maxLods2
=
log2
(
cubeUV_textureSize
*
0
.
25
)
-
2
.
0
;
float
cubeUV_maxLods2
=
log2
(
cubeUV_textureSize
*
0
.
25
)
-
2
.
0
;
const
float
cubeUV_rcpTextureSize
=
1
.
0
/
cubeUV_textureSize
;
vec2
getCubeUV
(
vec3
direction
,
float
roughnessLevel
,
float
mipLevel
)
{
...
...
@@ -97,7 +97,7 @@ vec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {
return
base
+
s
*
(
scale
-
2
.
0
*
texelOffset
);
}
const
float
cubeUV_maxLods3
=
log2
(
cubeUV_textureSize
*
0
.
25
)
-
3
.
0
;
float
cubeUV_maxLods3
=
log2
(
cubeUV_textureSize
*
0
.
25
)
-
3
.
0
;
vec4
textureCubeUV
(
vec3
reflectedDirection
,
float
roughness
)
{
float
roughnessVal
=
roughness
*
cubeUV_maxLods3
;
...
...
src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl
浏览文件 @
ee246b4d
...
...
@@ -4,6 +4,11 @@
#endif
#ifdef USE_ENVMAP
#if ! defined( STANDARD ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )
varying
vec3
vWorldPosition
;
#endif
#ifdef ENVMAP_TYPE_CUBE
uniform
samplerCube
envMap
;
#else
...
...
@@ -12,13 +17,9 @@
uniform
float
flipEnvMap
;
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( STANDARD )
uniform
float
refractionRatio
;
#else
varying
vec3
vReflect
;
#endif
#endif
src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl
浏览文件 @
ee246b4d
#if
defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) && ! defined( STANDARD )
#if
def USE_ENVMAP
varying
vec3
vReflect
;
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )
varying
vec3
vWorldPosition
;
uniform
float
refractionRatio
;
#else
varying
vec3
vReflect
;
uniform
float
refractionRatio
;
#endif
#endif
src/renderers/shaders/ShaderChunk/envmap_vertex.glsl
浏览文件 @
ee246b4d
#if
defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) && ! defined( STANDARD )
#if
def USE_ENVMAP
vec3
cameraToVertex
=
normalize
(
worldPosition
.
xyz
-
cameraPosition
);
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )
vec3
worldNormal
=
inverseTransformDirection
(
transformedNormal
,
viewMatrix
)
;
vWorldPosition
=
worldPosition
.
xyz
;
#
ifdef ENVMAP_MODE_REFLECTION
#
else
v
Reflect
=
reflect
(
cameraToVertex
,
worldNormal
);
v
ec3
cameraToVertex
=
normalize
(
worldPosition
.
xyz
-
cameraPosition
);
#else
vec3
worldNormal
=
inverseTransformDirection
(
transformedNormal
,
viewMatrix
);
#ifdef ENVMAP_MODE_REFLECTION
vReflect
=
reflect
(
cameraToVertex
,
worldNormal
);
#else
vReflect
=
refract
(
cameraToVertex
,
worldNormal
,
refractionRatio
);
vReflect
=
refract
(
cameraToVertex
,
worldNormal
,
refractionRatio
);
#endif
#endif
...
...
src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
浏览文件 @
ee246b4d
#ifdef USE_ENVMAP
varying
vec3
vWorldPosition
;
#endif
varying
vec3
vViewPosition
;
#ifndef FLAT_SHADED
...
...
src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl
已删除
100644 → 0
浏览文件 @
383f027e
#ifdef USE_ENVMAP
varying
vec3
vWorldPosition
;
#endif
src/renderers/shaders/ShaderChunk/lights_phong_vertex.glsl
已删除
100644 → 0
浏览文件 @
383f027e
#ifdef USE_ENVMAP
vWorldPosition
=
worldPosition
.
xyz
;
#endif
src/renderers/shaders/ShaderLib/meshphong_vert.glsl
浏览文件 @
ee246b4d
...
...
@@ -13,7 +13,6 @@ varying vec3 vViewPosition;
#include <uv2_pars_vertex>
#include <displacementmap_pars_vertex>
#include <envmap_pars_vertex>
#include <lights_phong_pars_vertex>
#include <color_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
...
...
@@ -49,7 +48,6 @@ void main() {
#include <worldpos_vertex>
#include <envmap_vertex>
#include <lights_phong_vertex>
#include <shadowmap_vertex>
}
src/renderers/shaders/ShaderLib/meshstandard_vert.glsl
浏览文件 @
ee246b4d
...
...
@@ -12,7 +12,6 @@ varying vec3 vViewPosition;
#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>
...
...
@@ -48,7 +47,6 @@ void main() { // STANDARD
vViewPosition
=
-
mvPosition
.
xyz
;
#include <worldpos_vertex>
#include <envmap_vertex>
#include <shadowmap_vertex>
}
utils/build/includes/common.json
浏览文件 @
ee246b4d
...
...
@@ -154,8 +154,6 @@
"src/renderers/shaders/ShaderChunk/lights_pars.glsl"
,
"src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl"
,
"src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl"
,
"src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl"
,
"src/renderers/shaders/ShaderChunk/lights_phong_vertex.glsl"
,
"src/renderers/shaders/ShaderChunk/lights_standard_fragment.glsl"
,
"src/renderers/shaders/ShaderChunk/lights_standard_pars_fragment.glsl"
,
"src/renderers/shaders/ShaderChunk/lights_template.glsl"
,
...
...
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