提交 fc612d0a 编写于 作者: S Sneha Belkhale

removing unused lines and fixing formatting to tabs only

上级 bedee743
......@@ -72,26 +72,26 @@
#ifdef BOX_PROJECTED_ENV_MAP
uniform vec3 cubeMapSize;
uniform vec3 cubeMapPos;
varying vec3 vWorldPosition;
uniform vec3 cubeMapSize;
uniform vec3 cubeMapPos;
varying vec3 vWorldPosition;
vec3 parallaxCorrectNormal( vec3 v, vec3 cubeSize, vec3 cubePos ) {
vec3 parallaxCorrectNormal( vec3 v, vec3 cubeSize, vec3 cubePos ) {
vec3 nDir = normalize( v );
vec3 rbmax = ( .5 * ( cubeSize - cubePos ) - vWorldPosition ) / nDir;
vec3 rbmin = ( - .5 * ( cubeSize - cubePos ) - vWorldPosition ) / nDir;
vec3 nDir = normalize( v );
vec3 rbmax = ( .5 * ( cubeSize - cubePos ) - vWorldPosition ) / nDir;
vec3 rbmin = ( - .5 * ( cubeSize - cubePos ) - vWorldPosition ) / nDir;
vec3 rbminmax;
rbminmax.x = ( nDir.x > 0. ) ? rbmax.x : rbmin.x;
rbminmax.y = ( nDir.y > 0. ) ? rbmax.y : rbmin.y;
rbminmax.z = ( nDir.z > 0. ) ? rbmax.z : rbmin.z;
vec3 rbminmax;
rbminmax.x = ( nDir.x > 0. ) ? rbmax.x : rbmin.x;
rbminmax.y = ( nDir.y > 0. ) ? rbmax.y : rbmin.y;
rbminmax.z = ( nDir.z > 0. ) ? rbmax.z : rbmin.z;
float correction = min( min( rbminmax.x, rbminmax.y ), rbminmax.z );
vec3 boxIntersection = vWorldPosition + nDir * correction;
float correction = min( min( rbminmax.x, rbminmax.y ), rbminmax.z );
vec3 boxIntersection = vWorldPosition + nDir * correction;
return boxIntersection - cubePos;
}
return boxIntersection - cubePos;
}
#endif
......@@ -134,11 +134,11 @@
vec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );
#ifdef ENVMAP_TYPE_CUBE
vec3 worldNormalFinal = worldNormal;
vec3 worldNormalFinal = worldNormal;
#ifdef BOX_PROJECTED_ENV_MAP
#ifdef BOX_PROJECTED_ENV_MAP
worldNormalFinal = parallaxCorrectNormal( worldNormal, cubeMapSize, cubeMapPos );
worldNormalFinal = parallaxCorrectNormal( worldNormal, cubeMapSize, cubeMapPos );
#endif
......@@ -193,13 +193,13 @@
#ifdef ENVMAP_TYPE_CUBE
vec3 reflectVecFinal = reflectVec;
vec3 reflectVecFinal = reflectVec;
#ifdef BOX_PROJECTED_ENV_MAP
#ifdef BOX_PROJECTED_ENV_MAP
reflectVecFinal = parallaxCorrectNormal( reflectVec, cubeMapSize, cubeMapPos );
reflectVecFinal = parallaxCorrectNormal( reflectVec, cubeMapSize, cubeMapPos );
#endif
#endif
vec3 queryReflectVec = vec3( flipEnvMap * reflectVecFinal.x, reflectVecFinal.yz );
......@@ -257,8 +257,8 @@
return envMapColor.rgb * envMapIntensity;
}
#endif
`;
#endif
`;
// scene size
var WIDTH = window.innerWidth;
......@@ -325,7 +325,6 @@
cubeCamera = new THREE.CubeCamera( 1, 1000, 512 );
cubeCamera.renderTarget.texture.generateMipmaps = true;
cubeCamera.renderTarget.texture.minFilter = THREE.LinearMipMapLinearFilter;
cubeCamera.renderTarget.texture.magFilter = THREE.LinearFilter;
cubeCamera.renderTarget.texture.mapping = THREE.CubeReflectionMapping;
cubeCamera.position.set( 0, -100, 0 );
......@@ -346,18 +345,18 @@
var boxProjectedMat = new THREE.MeshPhysicalMaterial({
color: new THREE.Color('#ffffff'),
roughness: 1,
envMap: cubeCamera.renderTarget.texture,
roughness: 1,
envMap: cubeCamera.renderTarget.texture,
roughnessMap: rMap,
});
});
boxProjectedMat.onBeforeCompile = function ( shader ) {
shader.uniforms.cubeMapSize = { value: new THREE.Vector3( 200, 100, 100 ) };
shader.uniforms.cubeMapPos = { value: new THREE.Vector3( 0, -50, 0 ) };
shader.uniforms.cubeMapPos = { value: new THREE.Vector3( 0, -50, 0 ) };
shader.uniforms.flipEnvMap.value = true;
//replace shader chunks with box projection chunks
//replace shader chunks with box projection chunks
shader.vertexShader = 'varying vec3 vWorldPosition;\n' + shader.vertexShader;
shader.vertexShader = shader.vertexShader.replace(
......@@ -379,10 +378,9 @@
};
groundPlane = new THREE.Mesh( new THREE.PlaneGeometry( 200, 100, 100 ), boxProjectedMat );
groundPlane = new THREE.Mesh( new THREE.PlaneBufferGeometry( 200, 100, 100 ), boxProjectedMat );
groundPlane.rotateX( - Math.PI / 2 );
groundPlane.position.set( 0, - 49, 0 );
groundPlane.geometry.computeVertexNormals();
scene.add( groundPlane );
// walls
......
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