提交 bb8c07f0 编写于 作者: S sunag

rename lights_pars to begin_lights_pars

上级 1cf06c2e
......@@ -84,7 +84,7 @@ THREE.ShaderSkin = {
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "bsdfs" ],
THREE.ShaderChunk[ "packing" ],
THREE.ShaderChunk[ "lights_pars" ],
THREE.ShaderChunk[ "begin_lights_pars" ],
THREE.ShaderChunk[ 'lights_maps_pars' ],
THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
THREE.ShaderChunk[ "fog_pars_fragment" ],
......@@ -265,7 +265,7 @@ THREE.ShaderSkin = {
"varying vec3 vViewPosition;",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "lights_pars" ],
THREE.ShaderChunk[ "begin_lights_pars" ],
THREE.ShaderChunk[ 'lights_maps_pars' ],
THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
THREE.ShaderChunk[ "fog_pars_vertex" ],
......@@ -370,7 +370,7 @@ THREE.ShaderSkin = {
"varying vec3 vViewPosition;",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "lights_pars" ],
THREE.ShaderChunk[ "begin_lights_pars" ],
THREE.ShaderChunk[ 'lights_maps_pars' ],
THREE.ShaderChunk[ "fog_pars_fragment" ],
......
......@@ -87,7 +87,7 @@ THREE.ShaderTerrain = {
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "bsdfs" ],
THREE.ShaderChunk[ "lights_pars" ],
THREE.ShaderChunk[ "begin_lights_pars" ],
THREE.ShaderChunk[ 'lights_maps_pars' ],
THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
THREE.ShaderChunk[ "fog_pars_fragment" ],
......
......@@ -144,7 +144,7 @@ THREE.PhongNode.prototype.build = function ( builder ) {
"#include <common>",
"#include <fog_pars_fragment>",
"#include <bsdfs>",
"#include <lights_pars>",
"#include <begin_lights_pars>",
"#include <lights_phong_pars_fragment>",
"#include <shadowmap_pars_fragment>",
"#include <logdepthbuf_pars_fragment>"
......
......@@ -182,7 +182,7 @@ THREE.StandardNode.prototype.build = function ( builder ) {
"#include <common>",
"#include <fog_pars_fragment>",
"#include <bsdfs>",
"#include <lights_pars>",
"#include <begin_lights_pars>",
"#include <lights_physical_pars_fragment>",
"#include <shadowmap_pars_fragment>",
"#include <logdepthbuf_pars_fragment>",
......
......@@ -144,7 +144,7 @@ THREE.Water = function ( geometry, options ) {
THREE.ShaderChunk[ 'packing' ],
THREE.ShaderChunk[ 'bsdfs' ],
THREE.ShaderChunk[ 'fog_pars_fragment' ],
THREE.ShaderChunk[ 'lights_pars' ],
THREE.ShaderChunk[ 'begin_lights_pars' ],
THREE.ShaderChunk[ 'lights_maps_pars' ],
THREE.ShaderChunk[ 'shadowmap_pars_fragment' ],
THREE.ShaderChunk[ 'shadowmask_pars_fragment' ],
......
......@@ -36,7 +36,7 @@ import gradientmap_pars_fragment from './ShaderChunk/gradientmap_pars_fragment.g
import lightmap_fragment from './ShaderChunk/lightmap_fragment.glsl';
import lightmap_pars_fragment from './ShaderChunk/lightmap_pars_fragment.glsl';
import lights_lambert_vertex from './ShaderChunk/lights_lambert_vertex.glsl';
import lights_pars from './ShaderChunk/lights_pars.glsl';
import begin_lights_pars from './ShaderChunk/begin_lights_pars.glsl';
import lights_maps_pars from './ShaderChunk/lights_maps_pars.glsl';
import lights_phong_fragment from './ShaderChunk/lights_phong_fragment.glsl';
import lights_phong_pars_fragment from './ShaderChunk/lights_phong_pars_fragment.glsl';
......@@ -151,7 +151,7 @@ export var ShaderChunk = {
lightmap_fragment: lightmap_fragment,
lightmap_pars_fragment: lightmap_pars_fragment,
lights_lambert_vertex: lights_lambert_vertex,
lights_pars: lights_pars,
begin_lights_pars: begin_lights_pars,
lights_maps_pars: lights_maps_pars,
lights_phong_fragment: lights_phong_fragment,
lights_phong_pars_fragment: lights_phong_pars_fragment,
......
......@@ -23,7 +23,7 @@ varying vec3 vLightFront;
#include <emissivemap_pars_fragment>
#include <envmap_pars_fragment>
#include <bsdfs>
#include <lights_pars>
#include <begin_lights_pars>
#include <lights_maps_pars>
#include <fog_pars_fragment>
#include <shadowmap_pars_fragment>
......
......@@ -13,7 +13,7 @@ varying vec3 vLightFront;
#include <uv2_pars_vertex>
#include <envmap_pars_vertex>
#include <bsdfs>
#include <lights_pars>
#include <begin_lights_pars>
#include <lights_maps_pars>
#include <color_pars_vertex>
#include <fog_pars_vertex>
......
......@@ -21,7 +21,7 @@ uniform float opacity;
#include <gradientmap_pars_fragment>
#include <fog_pars_fragment>
#include <bsdfs>
#include <lights_pars>
#include <begin_lights_pars>
#include <lights_maps_pars>
#include <lights_phong_pars_fragment>
#include <shadowmap_pars_fragment>
......
......@@ -34,7 +34,7 @@ varying vec3 vViewPosition;
#include <fog_pars_fragment>
#include <bsdfs>
#include <cube_uv_reflection_fragment>
#include <lights_pars>
#include <begin_lights_pars>
#include <lights_maps_pars>
#include <lights_physical_pars_fragment>
#include <shadowmap_pars_fragment>
......
......@@ -5,7 +5,7 @@ uniform float opacity;
#include <packing>
#include <fog_pars_fragment>
#include <bsdfs>
#include <lights_pars>
#include <begin_lights_pars>
#include <lights_maps_pars>
#include <shadowmap_pars_fragment>
#include <shadowmask_pars_fragment>
......
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