|
@@ -23585,7 +23585,7 @@ THREE.ShaderChunk[ 'shadowmap_pars_vertex' ] = "#ifdef USE_SHADOWMAP\n #if NUM_D
|
|
|
|
|
|
// File:src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl
|
|
// File:src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl
|
|
|
|
|
|
-THREE.ShaderChunk[ 'shadowmap_vertex' ] = "#ifdef USE_SHADOWMAP\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n vDirectionalShadowCoord[ i ] = directionalLights[ i ].shadowMatrix * worldPosition;\n }\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n vSpotShadowCoord[ i ] = spotLights[ i ].shadowMatrix * worldPosition;\n }\n for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n vPointShadowCoord[ i ] = pointLights[ i ].shadowMatrix * worldPosition;\n }\n#endif\n";
|
|
|
|
|
|
+THREE.ShaderChunk[ 'shadowmap_vertex' ] = "#ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHTS > 0\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n vDirectionalShadowCoord[ i ] = directionalLights[ i ].shadowMatrix * worldPosition;\n }\n #endif\n #if NUM_SPOT_LIGHTS > 0\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n vSpotShadowCoord[ i ] = spotLights[ i ].shadowMatrix * worldPosition;\n }\n #endif\n #if NUM_POINT_LIGHTS > 0\n for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n vPointShadowCoord[ i ] = pointLights[ i ].shadowMatrix * worldPosition;\n }\n #endif\n#endif\n";
|
|
|
|
|
|
// File:src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl
|
|
// File:src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl
|
|
|
|
|