提交 150e168e 编写于 作者: M Mr.doob

WebGLRenderTargetCube: Removed template literal.

上级 6737d0df
......@@ -30,51 +30,51 @@ WebGLRenderTargetCube.prototype.fromEquirectangularTexture = function ( renderer
tEquirect: { value: null },
},
vertexShader:
vertexShader: [
`
varying vec3 vWorldDirection;
"varying vec3 vWorldDirection;",
vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
"vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
" return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
}
"}",
void main() {
"void main() {",
vWorldDirection = transformDirection( position, modelMatrix );
" vWorldDirection = transformDirection( position, modelMatrix );",
#include <begin_vertex>
#include <project_vertex>
" #include <begin_vertex>",
" #include <project_vertex>",
}
`,
"}"
fragmentShader:
].join( '\n' ),
`
uniform sampler2D tEquirect;
fragmentShader: [
varying vec3 vWorldDirection;
"uniform sampler2D tEquirect;",
#define RECIPROCAL_PI 0.31830988618
#define RECIPROCAL_PI2 0.15915494
"varying vec3 vWorldDirection;",
void main() {
"#define RECIPROCAL_PI 0.31830988618",
"#define RECIPROCAL_PI2 0.15915494",
vec3 direction = normalize( vWorldDirection );
"void main() {",
vec2 sampleUV;
" vec3 direction = normalize( vWorldDirection );",
sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;
" vec2 sampleUV;",
sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;
" sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
gl_FragColor = texture2D( tEquirect, sampleUV );
" sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
}
`
" gl_FragColor = texture2D( tEquirect, sampleUV );",
"}"
].join( '\n' ),
};
var material = new THREE.ShaderMaterial( {
......
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