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Merge pull request #17237 from Mugen87/dev34

Examples: Fix TranslucentShader.
Michael Herzog 6 年之前
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0395ffb6bd
共有 2 个文件被更改,包括 6 次插入4 次删除
  1. 3 2
      examples/js/shaders/TranslucentShader.js
  2. 3 2
      examples/jsm/shaders/TranslucentShader.js

+ 3 - 2
examples/js/shaders/TranslucentShader.js

@@ -61,6 +61,7 @@ THREE.TranslucentShader = {
 	].join( "\n" ),
 	].join( "\n" ),
 
 
 	fragmentShader: [
 	fragmentShader: [
+		"#define USE_UV",
 		"#define USE_MAP",
 		"#define USE_MAP",
 		"#define PHONG",
 		"#define PHONG",
 		"#define TRANSLUCENT",
 		"#define TRANSLUCENT",
@@ -137,7 +138,7 @@ THREE.TranslucentShader = {
 
 
 		"			RE_Direct( directLight, geometry, material, reflectedLight );",
 		"			RE_Direct( directLight, geometry, material, reflectedLight );",
 
 
-		"			#if defined( TRANSLUCENT ) && defined( USE_MAP )",
+		"			#if defined( TRANSLUCENT ) && defined( USE_UV )",
 		"			RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);",
 		"			RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);",
 		"			#endif",
 		"			#endif",
 		"		}",
 		"		}",
@@ -159,7 +160,7 @@ THREE.TranslucentShader = {
 
 
 		"			RE_Direct( directLight, geometry, material, reflectedLight );",
 		"			RE_Direct( directLight, geometry, material, reflectedLight );",
 
 
-		"			#if defined( TRANSLUCENT ) && defined( USE_MAP )",
+		"			#if defined( TRANSLUCENT ) && defined( USE_UV )",
 		"			RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);",
 		"			RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);",
 		"			#endif",
 		"			#endif",
 		"		}",
 		"		}",

+ 3 - 2
examples/jsm/shaders/TranslucentShader.js

@@ -68,6 +68,7 @@ var TranslucentShader = {
 	].join( "\n" ),
 	].join( "\n" ),
 
 
 	fragmentShader: [
 	fragmentShader: [
+		"#define USE_UV",
 		"#define USE_MAP",
 		"#define USE_MAP",
 		"#define PHONG",
 		"#define PHONG",
 		"#define TRANSLUCENT",
 		"#define TRANSLUCENT",
@@ -144,7 +145,7 @@ var TranslucentShader = {
 
 
 		"			RE_Direct( directLight, geometry, material, reflectedLight );",
 		"			RE_Direct( directLight, geometry, material, reflectedLight );",
 
 
-		"			#if defined( TRANSLUCENT ) && defined( USE_MAP )",
+		"			#if defined( TRANSLUCENT ) && defined( USE_UV )",
 		"			RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);",
 		"			RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);",
 		"			#endif",
 		"			#endif",
 		"		}",
 		"		}",
@@ -166,7 +167,7 @@ var TranslucentShader = {
 
 
 		"			RE_Direct( directLight, geometry, material, reflectedLight );",
 		"			RE_Direct( directLight, geometry, material, reflectedLight );",
 
 
-		"			#if defined( TRANSLUCENT ) && defined( USE_MAP )",
+		"			#if defined( TRANSLUCENT ) && defined( USE_UV )",
 		"			RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);",
 		"			RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);",
 		"			#endif",
 		"			#endif",
 		"		}",
 		"		}",