提交 ce035ac3 编写于 作者: A arobertson0

Uber shader defines fixes

上级 695c0844
此差异已折叠。
......@@ -15234,8 +15234,8 @@ geometry.position = - vViewPosition;
geometry.normal = normal;
geometry.viewDir = normalize( vViewPosition );
#ifndef STANDARD
geometry.clearCoatNormal = clearCoatNormal;
#if defined( PHYSICAL ) && !defined( STANDARD )
geometry.clearCoatNormal = clearCoatNormal;
#endif
IncidentLight directLight;
......@@ -15441,7 +15441,7 @@ var normal_fragment_begin = /* glsl */ `
#endif
#endif
#ifndef STANDARD
#if defined( PHYSICAL ) && !defined( STANDARD )
vec3 geometryNormal = normal;
#endif
`;
......@@ -15461,7 +15461,7 @@ var normalmap_pars_fragment = /* glsl */ `
#endif
#endif
#if defined ( USE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP )
#if ( defined ( USE_NORMALMAP ) && !defined ( OBJECTSPACE_NORMALMAP )) || ( defined ( USE_CLEARCOAT_NORMALMAP ) && !defined ( OBJECTSPACE_CLEARCOAT_NORMALMAP ) )
// Per-Pixel Tangent Space Normal Mapping
// http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
......@@ -15493,19 +15493,7 @@ var normalmap_pars_fragment = /* glsl */ `
#endif
`;
var clearcoat_normal_fragment_begin = /* glsl */ `
#ifndef STANDARD
vec3 clearCoatNormal = geometryNormal;
#endif
`;
/*
vec3 clearCoatNormal = clearCoatGeometryNormals ?
geometryNormal: // use the unperturbed normal of the geometry
normal; // Use the (maybe) perturbed normal
*/
var clearcoat_normal_fragment_begin = "#ifndef STANDARD\n vec3 clearCoatNormal = geometryNormal;\n#endif";
var clearcoat_normal_fragment_maps = /* glsl */ `
#ifndef STANDARD
......@@ -19046,7 +19034,7 @@ function generateExtensions( extensions, parameters, rendererExtensions ) {
extensions = extensions || {};
var chunks = [
( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || ( parameters.normalMap && ! parameters.objectSpaceNormalMap ) || ( parameters.clearCoatNormalMap && ! parameters.objectSpaceclearCoatNormalMap ) || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || ( parameters.normalMap && ! parameters.objectSpaceNormalMap ) || ( parameters.clearCoatNormalMap && ! parameters.objectSpaceClearCoatNormalMap ) || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
......@@ -20,8 +20,8 @@ geometry.position = - vViewPosition;
geometry.normal = normal;
geometry.viewDir = normalize( vViewPosition );
#ifndef STANDARD
geometry.clearCoatNormal = clearCoatNormal;
#if defined( PHYSICAL ) && !defined( STANDARD )
geometry.clearCoatNormal = clearCoatNormal;
#endif
IncidentLight directLight;
......
......@@ -32,7 +32,7 @@ export default /* glsl */ `
#endif
#endif
#ifndef STANDARD
#if defined( PHYSICAL ) && !defined( STANDARD )
vec3 geometryNormal = normal;
#endif
`;
......@@ -11,7 +11,7 @@ export default /* glsl */ `
#endif
#endif
#if defined ( USE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP )
#if ( defined ( USE_NORMALMAP ) && !defined ( OBJECTSPACE_NORMALMAP )) || ( defined ( USE_CLEARCOAT_NORMALMAP ) && !defined ( OBJECTSPACE_CLEARCOAT_NORMALMAP ) )
// Per-Pixel Tangent Space Normal Mapping
// http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
......
......@@ -118,7 +118,7 @@ function generateExtensions( extensions, parameters, rendererExtensions ) {
extensions = extensions || {};
var chunks = [
( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || ( parameters.normalMap && ! parameters.objectSpaceNormalMap ) || ( parameters.clearCoatNormalMap && ! parameters.objectSpaceclearCoatNormalMap ) || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || ( parameters.normalMap && ! parameters.objectSpaceNormalMap ) || ( parameters.clearCoatNormalMap && ! parameters.objectSpaceClearCoatNormalMap ) || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
......
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