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fc3033fd
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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
提交
fc3033fd
编写于
8月 20, 2019
作者:
A
arobertson0
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Removed physical code from envmap_pars_frag
上级
cd5ba8ab
变更
10
隐藏空白更改
内联
并排
Showing
10 changed file
with
38 addition
and
65 deletion
+38
-65
examples/webgl_materials_envmaps_parallax.html
examples/webgl_materials_envmaps_parallax.html
+4
-47
src/renderers/shaders/ShaderChunk.d.ts
src/renderers/shaders/ShaderChunk.d.ts
+2
-0
src/renderers/shaders/ShaderChunk.js
src/renderers/shaders/ShaderChunk.js
+2
-0
src/renderers/shaders/ShaderChunk/envmap_common_pars_fragment.glsl.js
...s/shaders/ShaderChunk/envmap_common_pars_fragment.glsl.js
+15
-0
src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl.js
...enderers/shaders/ShaderChunk/envmap_pars_fragment.glsl.js
+3
-16
src/renderers/shaders/ShaderChunk/envmap_physical_pars_fragment.glsl.js
...shaders/ShaderChunk/envmap_physical_pars_fragment.glsl.js
+5
-1
src/renderers/shaders/ShaderLib/meshbasic_frag.glsl.js
src/renderers/shaders/ShaderLib/meshbasic_frag.glsl.js
+1
-0
src/renderers/shaders/ShaderLib/meshlambert_frag.glsl.js
src/renderers/shaders/ShaderLib/meshlambert_frag.glsl.js
+1
-0
src/renderers/shaders/ShaderLib/meshphong_frag.glsl.js
src/renderers/shaders/ShaderLib/meshphong_frag.glsl.js
+1
-0
src/renderers/shaders/ShaderLib/meshphysical_frag.glsl.js
src/renderers/shaders/ShaderLib/meshphysical_frag.glsl.js
+4
-1
未找到文件。
examples/webgl_materials_envmaps_parallax.html
浏览文件 @
fc3033fd
...
...
@@ -38,17 +38,10 @@
#endif
`
;
var
envmapParsReplace
=
`
#define BOX_PROJECTED_ENV_MAP
#if defined( USE_ENVMAP ) || defined( PHYSICAL )
uniform float reflectivity;
uniform float envMapIntensity;
#endif
var
envmapPhysicalParsReplace
=
`
#if defined( USE_ENVMAP )
#ifdef USE_ENV
MAP
#define BOX_PROJECTED_ENV_
MAP
#ifdef BOX_PROJECTED_ENV_MAP
...
...
@@ -75,41 +68,10 @@
#endif
#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )
varying vec3 vWorldPosition;
#endif
#ifdef ENVMAP_TYPE_CUBE
uniform samplerCube envMap;
#else
uniform sampler2D envMap;
#endif
uniform float flipEnvMap;
uniform int maxMipLevel;
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )
#ifdef ENVMAP_MODE_REFRACTION
uniform float refractionRatio;
#else
varying vec3 vReflect;
#endif
#endif
`
;
var
envmapPhysicalParsReplace
=
`
#if defined( USE_ENVMAP ) && defined( PHYSICAL )
vec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {
vec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );
#ifdef ENVMAP_TYPE_CUBE
...
...
@@ -349,11 +311,6 @@
worldposReplace
);
shader
.
fragmentShader
=
shader
.
fragmentShader
.
replace
(
'
#include <envmap_pars_fragment>
'
,
envmapParsReplace
);
shader
.
fragmentShader
=
shader
.
fragmentShader
.
replace
(
'
#include <envmap_physical_pars_fragment>
'
,
envmapPhysicalParsReplace
...
...
src/renderers/shaders/ShaderChunk.d.ts
浏览文件 @
fc3033fd
...
...
@@ -35,6 +35,7 @@ export let ShaderChunk: {
encodings_pars_fragment
:
string
;
encodings_fragment
:
string
;
envmap_fragment
:
string
;
envmap_common_pars_fragment
:
string
envmap_pars_fragment
:
string
;
envmap_pars_vertex
:
string
;
envmap_vertex
:
string
;
...
...
@@ -48,6 +49,7 @@ export let ShaderChunk: {
lightmap_pars_fragment
:
string
;
lights_lambert_vertex
:
string
;
lights_pars_begin
:
string
;
envmap_physical_pars_fragment
:
string
;
lights_pars_map
:
string
;
lights_phong_fragment
:
string
;
lights_phong_pars_fragment
:
string
;
...
...
src/renderers/shaders/ShaderChunk.js
浏览文件 @
fc3033fd
...
...
@@ -25,6 +25,7 @@ import emissivemap_pars_fragment from './ShaderChunk/emissivemap_pars_fragment.g
import
encodings_fragment
from
'
./ShaderChunk/encodings_fragment.glsl.js
'
;
import
encodings_pars_fragment
from
'
./ShaderChunk/encodings_pars_fragment.glsl.js
'
;
import
envmap_fragment
from
'
./ShaderChunk/envmap_fragment.glsl.js
'
;
import
envmap_common_pars_fragment
from
'
./ShaderChunk/envmap_common_pars_fragment.glsl.js
'
;
import
envmap_pars_fragment
from
'
./ShaderChunk/envmap_pars_fragment.glsl.js
'
;
import
envmap_pars_vertex
from
'
./ShaderChunk/envmap_pars_vertex.glsl.js
'
;
import
envmap_vertex
from
'
./ShaderChunk/envmap_vertex.glsl.js
'
;
...
...
@@ -150,6 +151,7 @@ export var ShaderChunk = {
encodings_fragment
:
encodings_fragment
,
encodings_pars_fragment
:
encodings_pars_fragment
,
envmap_fragment
:
envmap_fragment
,
envmap_common_pars_fragment
:
envmap_common_pars_fragment
,
envmap_pars_fragment
:
envmap_pars_fragment
,
envmap_pars_vertex
:
envmap_pars_vertex
,
envmap_physical_pars_fragment
:
envmap_physical_pars_fragment
,
...
...
src/renderers/shaders/ShaderChunk/envmap_common_pars_fragment.glsl.js
0 → 100644
浏览文件 @
fc3033fd
export
default
/* glsl */
`
#ifdef USE_ENVMAP
uniform float envMapIntensity;
uniform float flipEnvMap;
uniform int maxMipLevel;
#ifdef ENVMAP_TYPE_CUBE
uniform samplerCube envMap;
#else
uniform sampler2D envMap;
#endif
#endif
`
;
src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl.js
浏览文件 @
fc3033fd
export
default
/* glsl */
`
#if defined( USE_ENVMAP ) || defined( PHYSICAL )
uniform float reflectivity;
uniform float envMapIntensity;
#endif
#ifdef USE_ENVMAP
#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( PHONG ) )
varying vec3 vWorldPosition;
#endif
uniform float reflectivity;
#ifdef ENVMAP_TYPE_CUBE
uniform samplerCube envMap;
#else
uniform sampler2D envMap;
#endif
uniform float flipEnvMap;
uniform int maxMipLevel;
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( PHONG )
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )
varying vec3 vWorldPosition;
uniform float refractionRatio;
#else
varying vec3 vReflect;
...
...
src/renderers/shaders/ShaderChunk/envmap_physical_pars_fragment.glsl.js
浏览文件 @
fc3033fd
export
default
/* glsl */
`
#if defined( USE_ENVMAP ) && defined( PHYSICAL )
#if defined( USE_ENVMAP )
#ifdef ENVMAP_MODE_REFRACTION
uniform float refractionRatio;
#endif
vec3 getLightProbeIndirectIrradiance( /*const in SpecularLightProbe specularLightProbe,*/ const in GeometricContext geometry, const in int maxMIPLevel ) {
...
...
src/renderers/shaders/ShaderLib/meshbasic_frag.glsl.js
浏览文件 @
fc3033fd
...
...
@@ -16,6 +16,7 @@ uniform float opacity;
#include <alphamap_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <envmap_common_pars_fragment>
#include <envmap_pars_fragment>
#include <fog_pars_fragment>
#include <specularmap_pars_fragment>
...
...
src/renderers/shaders/ShaderLib/meshlambert_frag.glsl.js
浏览文件 @
fc3033fd
...
...
@@ -23,6 +23,7 @@ varying vec3 vIndirectFront;
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <emissivemap_pars_fragment>
#include <envmap_common_pars_fragment>
#include <envmap_pars_fragment>
#include <bsdfs>
#include <lights_pars_begin>
...
...
src/renderers/shaders/ShaderLib/meshphong_frag.glsl.js
浏览文件 @
fc3033fd
...
...
@@ -18,6 +18,7 @@ uniform float opacity;
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <emissivemap_pars_fragment>
#include <envmap_common_pars_fragment>
#include <envmap_pars_fragment>
#include <gradientmap_pars_fragment>
#include <fog_pars_fragment>
...
...
src/renderers/shaders/ShaderLib/meshphysical_frag.glsl.js
浏览文件 @
fc3033fd
...
...
@@ -13,6 +13,9 @@ uniform float roughness;
uniform float metalness;
uniform float opacity;
#ifdef REFLECTIVITY
uniform float reflectivity;
#endif
#ifdef CLEARCOAT
uniform float clearCoat;
uniform float clearCoatRoughness;
...
...
@@ -46,7 +49,7 @@ varying vec3 vViewPosition;
#include <emissivemap_pars_fragment>
#include <bsdfs>
#include <cube_uv_reflection_fragment>
#include <envmap_pars_fragment>
#include <envmap_
common_
pars_fragment>
#include <envmap_physical_pars_fragment>
#include <fog_pars_fragment>
#include <lights_pars_begin>
...
...
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