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Эх сурвалжийг харах

Merge pull request #20910 from jasonsturges/typo/horizontal

WebGLRenderer: Refactor `horizonal` to `horizontal`.
Mr.doob 4 жил өмнө
parent
commit
1431bbff67

+ 1 - 1
src/renderers/shaders/ShaderLib/vsm_frag.glsl.js

@@ -15,7 +15,7 @@ void main() {
 
 
 	for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {
 	for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {
 
 
-		#ifdef HORIZONAL_PASS
+		#ifdef HORIZONTAL_PASS
 
 
 			vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );
 			vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );
 			mean += distribution.x;
 			mean += distribution.x;

+ 7 - 7
src/renderers/webgl/WebGLShadowMap.js

@@ -48,8 +48,8 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
 
 
 	} );
 	} );
 
 
-	const shadowMaterialHorizonal = shadowMaterialVertical.clone();
-	shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
+	const shadowMaterialHorizontal = shadowMaterialVertical.clone();
+	shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;
 
 
 	const fullScreenTri = new BufferGeometry();
 	const fullScreenTri = new BufferGeometry();
 	fullScreenTri.setAttribute(
 	fullScreenTri.setAttribute(
@@ -215,14 +215,14 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
 		_renderer.clear();
 		_renderer.clear();
 		_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
 		_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
 
 
-		// horizonal pass
+		// horizontal pass
 
 
-		shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
-		shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
-		shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
+		shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;
+		shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;
+		shadowMaterialHorizontal.uniforms.radius.value = shadow.radius;
 		_renderer.setRenderTarget( shadow.map );
 		_renderer.setRenderTarget( shadow.map );
 		_renderer.clear();
 		_renderer.clear();
-		_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
+		_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );
 
 
 	}
 	}