From ff6d8f947b5334d67c507a89e56e771f6edf94ea Mon Sep 17 00:00:00 2001 From: "Mr.doob" Date: Fri, 6 Nov 2015 09:24:48 -0500 Subject: [PATCH] ShaderChunk: Moved shadowMask creation to shadowmap_fragment. --- src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl | 2 ++ src/renderers/shaders/ShaderLib.js | 5 ----- 2 files changed, 2 insertions(+), 5 deletions(-) diff --git a/src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl b/src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl index b9ead16a26..03a0845174 100644 --- a/src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl @@ -1,5 +1,7 @@ #ifdef USE_SHADOWMAP + vec3 shadowMask = vec3( 1.0 ); + for ( int i = 0; i < NUM_SHADOWS; i ++ ) { float texelSizeY = 1.0 / shadowMapSize[ i ].y; diff --git a/src/renderers/shaders/ShaderLib.js b/src/renderers/shaders/ShaderLib.js index 0b85886c3c..18a862198e 100644 --- a/src/renderers/shaders/ShaderLib.js +++ b/src/renderers/shaders/ShaderLib.js @@ -89,7 +89,6 @@ THREE.ShaderLib = { "void main() {", " vec4 diffuseColor = vec4( diffuse, opacity );", - " vec3 shadowMask = vec3( 1.0 );", THREE.ShaderChunk[ "logdepthbuf_fragment" ], THREE.ShaderChunk[ "map_fragment" ], @@ -217,7 +216,6 @@ THREE.ShaderLib = { " vec3 outgoingLight = vec3( 0.0 );", " vec4 diffuseColor = vec4( diffuse, opacity );", " vec3 totalAmbientLight = PI * ambientLightColor;", - " vec3 shadowMask = vec3( 1.0 );", THREE.ShaderChunk[ "logdepthbuf_fragment" ], THREE.ShaderChunk[ "map_fragment" ], @@ -372,7 +370,6 @@ THREE.ShaderLib = { " vec4 diffuseColor = vec4( diffuse, opacity );", " ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );", " vec3 totalEmissiveLight = emissive;", - " vec3 shadowMask = vec3( 1.0 );", THREE.ShaderChunk[ "logdepthbuf_fragment" ], THREE.ShaderChunk[ "map_fragment" ], @@ -566,7 +563,6 @@ THREE.ShaderLib = { // modulation THREE.ShaderChunk[ "aomap_fragment" ], - "vec3 shadowMask = vec3( 1.0 );", THREE.ShaderChunk[ "shadowmap_fragment" ], "reflectedLight.directDiffuse *= shadowMask;", @@ -643,7 +639,6 @@ THREE.ShaderLib = { " vec3 outgoingLight = vec3( 0.0 );", " vec4 diffuseColor = vec4( psColor, opacity );", - " vec3 shadowMask = vec3( 1.0 );", THREE.ShaderChunk[ "logdepthbuf_fragment" ], THREE.ShaderChunk[ "map_particle_fragment" ], -- GitLab