提交 fdf79af4 编写于 作者: A alteredq

Changed ShaderExtras.js and LeePerry model to be unflipped.

This fixes postprocessing example.
上级 0ae588c1
......@@ -50,7 +50,7 @@ THREE.ShaderExtras = {
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
......@@ -180,7 +180,7 @@ THREE.ShaderExtras = {
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
......@@ -267,7 +267,7 @@ THREE.ShaderExtras = {
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
......@@ -380,7 +380,7 @@ THREE.ShaderExtras = {
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
......@@ -435,7 +435,7 @@ THREE.ShaderExtras = {
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
......@@ -491,7 +491,7 @@ THREE.ShaderExtras = {
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
......@@ -556,7 +556,7 @@ THREE.ShaderExtras = {
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
......@@ -617,7 +617,7 @@ THREE.ShaderExtras = {
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
......@@ -683,7 +683,7 @@ THREE.ShaderExtras = {
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
......@@ -775,7 +775,7 @@ THREE.ShaderExtras = {
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
......@@ -882,7 +882,7 @@ THREE.ShaderExtras = {
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
......@@ -934,7 +934,7 @@ THREE.ShaderExtras = {
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
......@@ -996,7 +996,7 @@ THREE.ShaderExtras = {
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
......@@ -1052,7 +1052,7 @@ THREE.ShaderExtras = {
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
......@@ -1113,7 +1113,7 @@ THREE.ShaderExtras = {
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
......@@ -1164,7 +1164,7 @@ THREE.ShaderExtras = {
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
......@@ -1259,7 +1259,7 @@ THREE.ShaderExtras = {
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
......@@ -1309,7 +1309,7 @@ THREE.ShaderExtras = {
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
......@@ -1358,7 +1358,7 @@ THREE.ShaderExtras = {
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
......@@ -1425,7 +1425,7 @@ THREE.ShaderExtras = {
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
......@@ -1666,7 +1666,7 @@ THREE.ShaderExtras = {
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
......@@ -1715,7 +1715,7 @@ THREE.ShaderExtras = {
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
......
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