提交 d62f3527 编写于 作者: M Mr.doob

Simplified cube and equirect shaders. See #9235.

上级 67140efa
......@@ -5,16 +5,10 @@ uniform float opacity;
varying vec3 vWorldPosition;
#include <common>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
#include <clipping_planes_fragment>
gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );
gl_FragColor.a *= opacity;
#include <logdepthbuf_fragment>
}
varying vec3 vWorldPosition;
#include <common>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
......@@ -10,7 +8,5 @@ void main() {
#include <begin_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
}
......@@ -4,13 +4,9 @@ uniform float tFlip;
varying vec3 vWorldPosition;
#include <common>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
#include <clipping_planes_fragment>
// gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );
vec3 direction = normalize( vWorldPosition );
vec2 sampleUV;
......@@ -18,6 +14,4 @@ void main() {
sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;
gl_FragColor = texture2D( tEquirect, sampleUV );
#include <logdepthbuf_fragment>
}
varying vec3 vWorldPosition;
#include <common>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
......@@ -10,7 +8,5 @@ void main() {
#include <begin_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
}
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