提交 fc3033fd 编写于 作者: A arobertson0

Removed physical code from envmap_pars_frag

上级 cd5ba8ab
......@@ -38,17 +38,10 @@
#endif
`;
var envmapParsReplace = `
#define BOX_PROJECTED_ENV_MAP
#if defined( USE_ENVMAP ) || defined( PHYSICAL )
uniform float reflectivity;
uniform float envMapIntensity;
#endif
var envmapPhysicalParsReplace = `
#if defined( USE_ENVMAP )
#ifdef USE_ENVMAP
#define BOX_PROJECTED_ENV_MAP
#ifdef BOX_PROJECTED_ENV_MAP
......@@ -75,41 +68,10 @@
#endif
#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )
varying vec3 vWorldPosition;
#endif
#ifdef ENVMAP_TYPE_CUBE
uniform samplerCube envMap;
#else
uniform sampler2D envMap;
#endif
uniform float flipEnvMap;
uniform int maxMipLevel;
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )
#ifdef ENVMAP_MODE_REFRACTION
uniform float refractionRatio;
#else
varying vec3 vReflect;
#endif
#endif
`;
var envmapPhysicalParsReplace = `
#if defined( USE_ENVMAP ) && defined( PHYSICAL )
vec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {
vec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );
#ifdef ENVMAP_TYPE_CUBE
......@@ -349,11 +311,6 @@
worldposReplace
);
shader.fragmentShader = shader.fragmentShader.replace(
'#include <envmap_pars_fragment>',
envmapParsReplace
);
shader.fragmentShader = shader.fragmentShader.replace(
'#include <envmap_physical_pars_fragment>',
envmapPhysicalParsReplace
......
......@@ -35,6 +35,7 @@ export let ShaderChunk: {
encodings_pars_fragment: string;
encodings_fragment: string;
envmap_fragment: string;
envmap_common_pars_fragment: string
envmap_pars_fragment: string;
envmap_pars_vertex: string;
envmap_vertex: string;
......@@ -48,6 +49,7 @@ export let ShaderChunk: {
lightmap_pars_fragment: string;
lights_lambert_vertex: string;
lights_pars_begin: string;
envmap_physical_pars_fragment: string;
lights_pars_map: string;
lights_phong_fragment: string;
lights_phong_pars_fragment: string;
......
......@@ -25,6 +25,7 @@ import emissivemap_pars_fragment from './ShaderChunk/emissivemap_pars_fragment.g
import encodings_fragment from './ShaderChunk/encodings_fragment.glsl.js';
import encodings_pars_fragment from './ShaderChunk/encodings_pars_fragment.glsl.js';
import envmap_fragment from './ShaderChunk/envmap_fragment.glsl.js';
import envmap_common_pars_fragment from './ShaderChunk/envmap_common_pars_fragment.glsl.js';
import envmap_pars_fragment from './ShaderChunk/envmap_pars_fragment.glsl.js';
import envmap_pars_vertex from './ShaderChunk/envmap_pars_vertex.glsl.js';
import envmap_vertex from './ShaderChunk/envmap_vertex.glsl.js';
......@@ -150,6 +151,7 @@ export var ShaderChunk = {
encodings_fragment: encodings_fragment,
encodings_pars_fragment: encodings_pars_fragment,
envmap_fragment: envmap_fragment,
envmap_common_pars_fragment: envmap_common_pars_fragment,
envmap_pars_fragment: envmap_pars_fragment,
envmap_pars_vertex: envmap_pars_vertex,
envmap_physical_pars_fragment: envmap_physical_pars_fragment,
......
export default /* glsl */`
#ifdef USE_ENVMAP
uniform float envMapIntensity;
uniform float flipEnvMap;
uniform int maxMipLevel;
#ifdef ENVMAP_TYPE_CUBE
uniform samplerCube envMap;
#else
uniform sampler2D envMap;
#endif
#endif
`;
export default /* glsl */`
#if defined( USE_ENVMAP ) || defined( PHYSICAL )
uniform float reflectivity;
uniform float envMapIntensity;
#endif
#ifdef USE_ENVMAP
#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( PHONG ) )
varying vec3 vWorldPosition;
#endif
uniform float reflectivity;
#ifdef ENVMAP_TYPE_CUBE
uniform samplerCube envMap;
#else
uniform sampler2D envMap;
#endif
uniform float flipEnvMap;
uniform int maxMipLevel;
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( PHONG )
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )
varying vec3 vWorldPosition;
uniform float refractionRatio;
#else
varying vec3 vReflect;
......
export default /* glsl */`
#if defined( USE_ENVMAP ) && defined( PHYSICAL )
#if defined( USE_ENVMAP )
#ifdef ENVMAP_MODE_REFRACTION
uniform float refractionRatio;
#endif
vec3 getLightProbeIndirectIrradiance( /*const in SpecularLightProbe specularLightProbe,*/ const in GeometricContext geometry, const in int maxMIPLevel ) {
......
......@@ -16,6 +16,7 @@ uniform float opacity;
#include <alphamap_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <envmap_common_pars_fragment>
#include <envmap_pars_fragment>
#include <fog_pars_fragment>
#include <specularmap_pars_fragment>
......
......@@ -23,6 +23,7 @@ varying vec3 vIndirectFront;
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <emissivemap_pars_fragment>
#include <envmap_common_pars_fragment>
#include <envmap_pars_fragment>
#include <bsdfs>
#include <lights_pars_begin>
......
......@@ -18,6 +18,7 @@ uniform float opacity;
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <emissivemap_pars_fragment>
#include <envmap_common_pars_fragment>
#include <envmap_pars_fragment>
#include <gradientmap_pars_fragment>
#include <fog_pars_fragment>
......
......@@ -13,6 +13,9 @@ uniform float roughness;
uniform float metalness;
uniform float opacity;
#ifdef REFLECTIVITY
uniform float reflectivity;
#endif
#ifdef CLEARCOAT
uniform float clearCoat;
uniform float clearCoatRoughness;
......@@ -46,7 +49,7 @@ varying vec3 vViewPosition;
#include <emissivemap_pars_fragment>
#include <bsdfs>
#include <cube_uv_reflection_fragment>
#include <envmap_pars_fragment>
#include <envmap_common_pars_fragment>
#include <envmap_physical_pars_fragment>
#include <fog_pars_fragment>
#include <lights_pars_begin>
......
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