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Refactored vWorldPosition from phong to envmap where it actually belongs.

That made phong_*vertex empty, so they have been removed.
tschw 9 年之前
父節點
當前提交
073c3ab29d

+ 0 - 2
examples/js/loaders/MMDLoader.js

@@ -3673,7 +3673,6 @@ THREE.ShaderLib[ 'mmd' ] = {
 		THREE.ShaderChunk[ "uv2_pars_vertex" ],
 		THREE.ShaderChunk[ "uv2_pars_vertex" ],
 		THREE.ShaderChunk[ "displacementmap_pars_vertex" ],
 		THREE.ShaderChunk[ "displacementmap_pars_vertex" ],
 		THREE.ShaderChunk[ "envmap_pars_vertex" ],
 		THREE.ShaderChunk[ "envmap_pars_vertex" ],
-		THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
 		THREE.ShaderChunk[ "color_pars_vertex" ],
 		THREE.ShaderChunk[ "color_pars_vertex" ],
 		THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
 		THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
 		THREE.ShaderChunk[ "skinning_pars_vertex" ],
 		THREE.ShaderChunk[ "skinning_pars_vertex" ],
@@ -3714,7 +3713,6 @@ THREE.ShaderLib[ 'mmd' ] = {
 
 
 			THREE.ShaderChunk[ "worldpos_vertex" ],
 			THREE.ShaderChunk[ "worldpos_vertex" ],
 			THREE.ShaderChunk[ "envmap_vertex" ],
 			THREE.ShaderChunk[ "envmap_vertex" ],
-			THREE.ShaderChunk[ "lights_phong_vertex" ],
 			THREE.ShaderChunk[ "shadowmap_vertex" ],
 			THREE.ShaderChunk[ "shadowmap_vertex" ],
 
 
 		// ---- MMD specific for outline drawing
 		// ---- MMD specific for outline drawing

+ 0 - 2
examples/js/nodes/materials/PhongNode.js

@@ -46,7 +46,6 @@ THREE.PhongNode.prototype.build = function( builder ) {
 			"#endif",
 			"#endif",
 
 
 			THREE.ShaderChunk[ "common" ],
 			THREE.ShaderChunk[ "common" ],
-			THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
 			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
 			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
 			THREE.ShaderChunk[ "skinning_pars_vertex" ],
 			THREE.ShaderChunk[ "skinning_pars_vertex" ],
 			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
 			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
@@ -88,7 +87,6 @@ THREE.PhongNode.prototype.build = function( builder ) {
 			"	vViewPosition = - mvPosition.xyz;",
 			"	vViewPosition = - mvPosition.xyz;",
 
 
 				THREE.ShaderChunk[ "worldpos_vertex" ],
 				THREE.ShaderChunk[ "worldpos_vertex" ],
-				THREE.ShaderChunk[ "lights_phong_vertex" ],
 				THREE.ShaderChunk[ "shadowmap_vertex" ]
 				THREE.ShaderChunk[ "shadowmap_vertex" ]
 		);
 		);
 
 

+ 0 - 2
examples/js/nodes/materials/StandardNode.js

@@ -46,7 +46,6 @@ THREE.StandardNode.prototype.build = function( builder ) {
 			"#endif",
 			"#endif",
 
 
 			THREE.ShaderChunk[ "common" ],
 			THREE.ShaderChunk[ "common" ],
-			THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
 			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
 			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
 			THREE.ShaderChunk[ "skinning_pars_vertex" ],
 			THREE.ShaderChunk[ "skinning_pars_vertex" ],
 			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
 			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
@@ -88,7 +87,6 @@ THREE.StandardNode.prototype.build = function( builder ) {
 			"	vViewPosition = - mvPosition.xyz;",
 			"	vViewPosition = - mvPosition.xyz;",
 
 
 				THREE.ShaderChunk[ "worldpos_vertex" ],
 				THREE.ShaderChunk[ "worldpos_vertex" ],
-				THREE.ShaderChunk[ "lights_phong_vertex" ],
 				THREE.ShaderChunk[ "shadowmap_vertex" ]
 				THREE.ShaderChunk[ "shadowmap_vertex" ]
 		);
 		);
 
 

+ 0 - 1
examples/webgl_shaders_tonemapping.html

@@ -144,7 +144,6 @@
 					vertexShader: [
 					vertexShader: [
 						"varying vec3 vViewPosition;",
 						"varying vec3 vViewPosition;",
 						"varying vec3 vNormal;",
 						"varying vec3 vNormal;",
-						THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
 						"void main() {",
 						"void main() {",
 							THREE.ShaderChunk[ "beginnormal_vertex" ],
 							THREE.ShaderChunk[ "beginnormal_vertex" ],
 							THREE.ShaderChunk[ "defaultnormal_vertex" ],
 							THREE.ShaderChunk[ "defaultnormal_vertex" ],

+ 5 - 4
src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl

@@ -4,6 +4,11 @@
 #endif
 #endif
 
 
 #ifdef USE_ENVMAP
 #ifdef USE_ENVMAP
+
+	#if ! defined( STANDARD ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )
+		varying vec3 vWorldPosition;
+	#endif
+
 	#ifdef ENVMAP_TYPE_CUBE
 	#ifdef ENVMAP_TYPE_CUBE
 		uniform samplerCube envMap;
 		uniform samplerCube envMap;
 	#else
 	#else
@@ -12,13 +17,9 @@
 	uniform float flipEnvMap;
 	uniform float flipEnvMap;
 
 
 	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( STANDARD )
 	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( STANDARD )
-
 		uniform float refractionRatio;
 		uniform float refractionRatio;
-
 	#else
 	#else
-
 		varying vec3 vReflect;
 		varying vec3 vReflect;
-
 	#endif
 	#endif
 
 
 #endif
 #endif

+ 9 - 3
src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl

@@ -1,7 +1,13 @@
-#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) && ! defined( STANDARD )
+#ifdef USE_ENVMAP
 
 
-	varying vec3 vReflect;
+	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )
+		varying vec3 vWorldPosition;
 
 
-	uniform float refractionRatio;
+	#else
+
+		varying vec3 vReflect;
+		uniform float refractionRatio;
+
+	#endif
 
 
 #endif
 #endif

+ 15 - 7
src/renderers/shaders/ShaderChunk/envmap_vertex.glsl

@@ -1,16 +1,24 @@
-#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) && ! defined( STANDARD )
+#ifdef USE_ENVMAP
 
 
-	vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );
+	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )
 
 
-	vec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );
+		vWorldPosition = worldPosition.xyz;
 
 
-	#ifdef ENVMAP_MODE_REFLECTION
+	#else
 
 
-		vReflect = reflect( cameraToVertex, worldNormal );
+		vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );
 
 
-	#else
+		vec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );
+
+		#ifdef ENVMAP_MODE_REFLECTION
+
+			vReflect = reflect( cameraToVertex, worldNormal );
+
+		#else
+
+			vReflect = refract( cameraToVertex, worldNormal, refractionRatio );
 
 
-		vReflect = refract( cameraToVertex, worldNormal, refractionRatio );
+		#endif
 
 
 	#endif
 	#endif
 
 

+ 0 - 6
src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl

@@ -1,9 +1,3 @@
-#ifdef USE_ENVMAP
-
-	varying vec3 vWorldPosition;
-
-#endif
-
 varying vec3 vViewPosition;
 varying vec3 vViewPosition;
 
 
 #ifndef FLAT_SHADED
 #ifndef FLAT_SHADED

+ 0 - 5
src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl

@@ -1,5 +0,0 @@
-#ifdef USE_ENVMAP
-
-	varying vec3 vWorldPosition;
-
-#endif

+ 0 - 5
src/renderers/shaders/ShaderChunk/lights_phong_vertex.glsl

@@ -1,5 +0,0 @@
-#ifdef USE_ENVMAP
-
-	vWorldPosition = worldPosition.xyz;
-
-#endif

+ 0 - 2
src/renderers/shaders/ShaderLib/meshphong_vert.glsl

@@ -13,7 +13,6 @@ varying vec3 vViewPosition;
 #include <uv2_pars_vertex>
 #include <uv2_pars_vertex>
 #include <displacementmap_pars_vertex>
 #include <displacementmap_pars_vertex>
 #include <envmap_pars_vertex>
 #include <envmap_pars_vertex>
-#include <lights_phong_pars_vertex>
 #include <color_pars_vertex>
 #include <color_pars_vertex>
 #include <morphtarget_pars_vertex>
 #include <morphtarget_pars_vertex>
 #include <skinning_pars_vertex>
 #include <skinning_pars_vertex>
@@ -49,7 +48,6 @@ void main() {
 
 
 	#include <worldpos_vertex>
 	#include <worldpos_vertex>
 	#include <envmap_vertex>
 	#include <envmap_vertex>
-	#include <lights_phong_vertex>
 	#include <shadowmap_vertex>
 	#include <shadowmap_vertex>
 
 
 }
 }

+ 0 - 2
src/renderers/shaders/ShaderLib/meshstandard_vert.glsl

@@ -12,7 +12,6 @@ varying vec3 vViewPosition;
 #include <uv_pars_vertex>
 #include <uv_pars_vertex>
 #include <uv2_pars_vertex>
 #include <uv2_pars_vertex>
 #include <displacementmap_pars_vertex>
 #include <displacementmap_pars_vertex>
-#include <envmap_pars_vertex>
 #include <color_pars_vertex>
 #include <color_pars_vertex>
 #include <morphtarget_pars_vertex>
 #include <morphtarget_pars_vertex>
 #include <skinning_pars_vertex>
 #include <skinning_pars_vertex>
@@ -48,7 +47,6 @@ void main() { // STANDARD
 	vViewPosition = - mvPosition.xyz;
 	vViewPosition = - mvPosition.xyz;
 
 
 	#include <worldpos_vertex>
 	#include <worldpos_vertex>
-	#include <envmap_vertex>
 	#include <shadowmap_vertex>
 	#include <shadowmap_vertex>
 
 
 }
 }

+ 0 - 2
utils/build/includes/common.json

@@ -154,8 +154,6 @@
 	"src/renderers/shaders/ShaderChunk/lights_pars.glsl",
 	"src/renderers/shaders/ShaderChunk/lights_pars.glsl",
 	"src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl",
 	"src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl",
 	"src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl",
 	"src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl",
-	"src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl",
-	"src/renderers/shaders/ShaderChunk/lights_phong_vertex.glsl",
 	"src/renderers/shaders/ShaderChunk/lights_standard_fragment.glsl",
 	"src/renderers/shaders/ShaderChunk/lights_standard_fragment.glsl",
 	"src/renderers/shaders/ShaderChunk/lights_standard_pars_fragment.glsl",
 	"src/renderers/shaders/ShaderChunk/lights_standard_pars_fragment.glsl",
 	"src/renderers/shaders/ShaderChunk/lights_template.glsl",
 	"src/renderers/shaders/ShaderChunk/lights_template.glsl",