提交 886ba4de 编写于 作者: A alteredq

Renamed mPosition => worldPosition in shaders.

上级 80dd93a8
......@@ -13830,19 +13830,19 @@ THREE.ShaderChunk = {
"#ifdef USE_SKINNING",
"vec4 mPosition = modelMatrix * skinned;",
"vec4 worldPosition = modelMatrix * skinned;",
"#endif",
"#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
"vec4 mPosition = modelMatrix * vec4( morphed, 1.0 );",
"vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );",
"#endif",
"#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
"vec4 mPosition = modelMatrix * vec4( position, 1.0 );",
"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
"#endif",
......@@ -13858,11 +13858,11 @@ THREE.ShaderChunk = {
"if ( useRefract ) {",
"vReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );",
"vReflect = refract( normalize( worldPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );",
"} else {",
"vReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );",
"vReflect = reflect( normalize( worldPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );",
"}",
......@@ -14277,7 +14277,7 @@ THREE.ShaderChunk = {
"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
"vec3 lVector = lPosition.xyz - mvPosition.xyz;",
"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - mPosition.xyz ) );",
"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );",
"if ( spotEffect > spotLightAngleCos[ i ] ) {",
......@@ -14442,7 +14442,7 @@ THREE.ShaderChunk = {
"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
"vWorldPosition = mPosition.xyz;",
"vWorldPosition = worldPosition.xyz;",
"#endif"
......@@ -15353,7 +15353,7 @@ THREE.ShaderChunk = {
"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
"vShadowCoord[ i ] = shadowMatrix[ i ] * mPosition;",
"vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
"}",
......@@ -25153,11 +25153,11 @@ THREE.ShaderUtils = {
"void main() {",
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
"vec4 mPosition = modelMatrix * vec4( position, 1.0 );",
"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
"vec3 nWorld = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
"vec3 I = mPosition.xyz - cameraPosition;",
"vec3 I = worldPosition.xyz - cameraPosition;",
"vReflect = reflect( I, nWorld );",
"vRefract[0] = refract( normalize( I ), nWorld, mRefractionRatio );",
......@@ -25789,13 +25789,13 @@ THREE.ShaderUtils = {
//
"vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
"vec4 mPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
"vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
"gl_Position = projectionMatrix * mvPosition;",
//
"vWorldPosition = mPosition.xyz;",
"vWorldPosition = worldPosition.xyz;",
"vViewPosition = -mvPosition.xyz;",
// shadows
......@@ -25804,7 +25804,7 @@ THREE.ShaderUtils = {
"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
"vShadowCoord[ i ] = shadowMatrix[ i ] * mPosition;",
"vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
"}",
......@@ -25831,8 +25831,8 @@ THREE.ShaderUtils = {
"void main() {",
"vec4 mPosition = modelMatrix * vec4( position, 1.0 );",
"vViewPosition = cameraPosition - mPosition.xyz;",
"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
"vViewPosition = cameraPosition - worldPosition.xyz;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
......
此差异已折叠。
......@@ -319,7 +319,7 @@ THREE.ShaderSkin = {
"void main() {",
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
"vec4 mPosition = modelMatrix * vec4( position, 1.0 );",
"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
"vViewPosition = -mvPosition.xyz;",
......@@ -641,7 +641,7 @@ THREE.ShaderSkin = {
"void main() {",
"vec4 mPosition = modelMatrix * vec4( position, 1.0 );",
"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
......@@ -730,7 +730,7 @@ THREE.ShaderSkin = {
"void main() {",
"vec4 mPosition = modelMatrix * vec4( position, 1.0 );",
"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
......
......@@ -349,12 +349,12 @@ THREE.ShaderTerrain = {
"float df = uDisplacementScale * dv.x + uDisplacementBias;",
"vec3 displacedPosition = normal * df + position;",
"vec4 mPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
"vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
"vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
"#else",
"vec4 mPosition = modelMatrix * vec4( position, 1.0 );",
"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
"#endif",
......
......@@ -32,13 +32,13 @@ THREE.ShaderToon = {
"void main() {",
"vec4 mPosition = modelMatrix * vec4( position, 1.0 );",
"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
"vec3 nWorld = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
"vNormal = normalize( normalMatrix * normal );",
"vec3 I = mPosition.xyz - cameraPosition;",
"vec3 I = worldPosition.xyz - cameraPosition;",
"vRefract = refract( normalize( I ), nWorld, 1.02 );",
"gl_Position = projectionMatrix * mvPosition;",
......
......@@ -59,14 +59,14 @@
<script type="x-shader/x-vertex" id="vertexShader">
varying vec3 worldPosition;
varying vec3 vWorldPosition;
void main() {
vec4 mPosition = modelMatrix * vec4( position, 1.0 );
vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
vWorldPosition = worldPosition.xyz;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
worldPosition = mPosition.xyz;
}
......@@ -79,16 +79,17 @@
uniform float offset;
uniform float exponent;
varying vec3 worldPosition;
varying vec3 vWorldPosition;
void main() {
float h = normalize( worldPosition + offset ).y;
float h = normalize( vWorldPosition + offset ).y;
gl_FragColor = vec4( mix( bottomColor, topColor, max( pow( h, exponent ), 0.0 ) ), 1.0 );
}
</script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
......
......@@ -33,14 +33,14 @@
<script type="x-shader/x-vertex" id="vertexShader">
varying vec3 worldPosition;
varying vec3 vWorldPosition;
void main() {
vec4 mPosition = modelMatrix * vec4( position, 1.0 );
vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
vWorldPosition = worldPosition.xyz;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
worldPosition = mPosition.xyz;
}
......@@ -53,11 +53,11 @@
uniform float offset;
uniform float exponent;
varying vec3 worldPosition;
varying vec3 vWorldPosition;
void main() {
float h = normalize( worldPosition + offset ).y;
float h = normalize( vWorldPosition + offset ).y;
gl_FragColor = vec4( mix( bottomColor, topColor, max( pow( h, exponent ), 0.0 ) ), 1.0 );
}
......
......@@ -71,11 +71,11 @@ THREE.ShaderUtils = {
"void main() {",
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
"vec4 mPosition = modelMatrix * vec4( position, 1.0 );",
"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
"vec3 nWorld = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
"vec3 I = mPosition.xyz - cameraPosition;",
"vec3 I = worldPosition.xyz - cameraPosition;",
"vReflect = reflect( I, nWorld );",
"vRefract[0] = refract( normalize( I ), nWorld, mRefractionRatio );",
......@@ -707,13 +707,13 @@ THREE.ShaderUtils = {
//
"vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
"vec4 mPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
"vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
"gl_Position = projectionMatrix * mvPosition;",
//
"vWorldPosition = mPosition.xyz;",
"vWorldPosition = worldPosition.xyz;",
"vViewPosition = -mvPosition.xyz;",
// shadows
......@@ -722,7 +722,7 @@ THREE.ShaderUtils = {
"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
"vShadowCoord[ i ] = shadowMatrix[ i ] * mPosition;",
"vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
"}",
......@@ -749,8 +749,8 @@ THREE.ShaderUtils = {
"void main() {",
"vec4 mPosition = modelMatrix * vec4( position, 1.0 );",
"vViewPosition = cameraPosition - mPosition.xyz;",
"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
"vViewPosition = cameraPosition - worldPosition.xyz;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
......
......@@ -159,19 +159,19 @@ THREE.ShaderChunk = {
"#ifdef USE_SKINNING",
"vec4 mPosition = modelMatrix * skinned;",
"vec4 worldPosition = modelMatrix * skinned;",
"#endif",
"#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
"vec4 mPosition = modelMatrix * vec4( morphed, 1.0 );",
"vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );",
"#endif",
"#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
"vec4 mPosition = modelMatrix * vec4( position, 1.0 );",
"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
"#endif",
......@@ -187,11 +187,11 @@ THREE.ShaderChunk = {
"if ( useRefract ) {",
"vReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );",
"vReflect = refract( normalize( worldPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );",
"} else {",
"vReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );",
"vReflect = reflect( normalize( worldPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );",
"}",
......@@ -606,7 +606,7 @@ THREE.ShaderChunk = {
"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
"vec3 lVector = lPosition.xyz - mvPosition.xyz;",
"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - mPosition.xyz ) );",
"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );",
"if ( spotEffect > spotLightAngleCos[ i ] ) {",
......@@ -771,7 +771,7 @@ THREE.ShaderChunk = {
"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
"vWorldPosition = mPosition.xyz;",
"vWorldPosition = worldPosition.xyz;",
"#endif"
......@@ -1682,7 +1682,7 @@ THREE.ShaderChunk = {
"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
"vShadowCoord[ i ] = shadowMatrix[ i ] * mPosition;",
"vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
"}",
......
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