提交 b4c1cdbd 编写于 作者: M Mr.doob

TextureCubeUVNode: Clean up.

上级 c1ea11e4
......@@ -65,20 +65,20 @@ TextureCubeUVNode.Nodes = ( function () {
var getUV = new FunctionNode(
`vec2 getUV(vec3 direction, float face) {
vec2 uv;
if (face == 0.0) {
uv = vec2(direction.z, direction.y) / abs(direction.x); // pos x
} else if (face == 1.0) {
uv = vec2(-direction.x, -direction.z) / abs(direction.y); // pos y
} else if (face == 2.0) {
uv = vec2(-direction.x, direction.y) / abs(direction.z); // pos z
} else if (face == 3.0) {
uv = vec2(-direction.z, direction.y) / abs(direction.x); // neg x
} else if (face == 4.0) {
uv = vec2(-direction.x, direction.z) / abs(direction.y); // neg y
} else {
uv = vec2(direction.x, direction.y) / abs(direction.z); // neg z
}
return 0.5 * (uv + 1.0);
if (face == 0.0) {
uv = vec2(direction.z, direction.y) / abs(direction.x); // pos x
} else if (face == 1.0) {
uv = vec2(-direction.x, -direction.z) / abs(direction.y); // pos y
} else if (face == 2.0) {
uv = vec2(-direction.x, direction.y) / abs(direction.z); // pos z
} else if (face == 3.0) {
uv = vec2(-direction.z, direction.y) / abs(direction.x); // neg x
} else if (face == 4.0) {
uv = vec2(-direction.x, direction.z) / abs(direction.y); // neg y
} else {
uv = vec2(direction.x, direction.y) / abs(direction.z); // neg z
}
return 0.5 * (uv + 1.0);
}` );
getUV.useKeywords = false;
......@@ -106,7 +106,7 @@ TextureCubeUVNode.Nodes = ( function () {
uv.y += filterInt * 2.0 * cubeUV_minTileSize;
uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);
uv *= texelSize;
vec4 tl = texture2D(envMap, uv);
uv.x += texelSize;
vec4 tr = texture2D(envMap, uv);
......
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