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Merge pull request #14406 from WestLangley/dev-rename_lights_pars_maps

lights_pars_maps -> envmap_physical_pars_fragment
Mr.doob 7 years ago
parent
commit
2f207a5d71

+ 2 - 2
src/renderers/shaders/ShaderChunk.js

@@ -37,7 +37,7 @@ import lightmap_fragment from './ShaderChunk/lightmap_fragment.glsl';
 import lightmap_pars_fragment from './ShaderChunk/lightmap_pars_fragment.glsl';
 import lights_lambert_vertex from './ShaderChunk/lights_lambert_vertex.glsl';
 import lights_pars_begin from './ShaderChunk/lights_pars_begin.glsl';
-import lights_pars_maps from './ShaderChunk/lights_pars_maps.glsl';
+import envmap_physical_pars_fragment from './ShaderChunk/envmap_physical_pars_fragment.glsl';
 import lights_phong_fragment from './ShaderChunk/lights_phong_fragment.glsl';
 import lights_phong_pars_fragment from './ShaderChunk/lights_phong_pars_fragment.glsl';
 import lights_physical_fragment from './ShaderChunk/lights_physical_fragment.glsl';
@@ -145,6 +145,7 @@ export var ShaderChunk = {
 	envmap_fragment: envmap_fragment,
 	envmap_pars_fragment: envmap_pars_fragment,
 	envmap_pars_vertex: envmap_pars_vertex,
+	envmap_physical_pars_fragment: envmap_physical_pars_fragment,
 	envmap_vertex: envmap_vertex,
 	fog_vertex: fog_vertex,
 	fog_pars_vertex: fog_pars_vertex,
@@ -155,7 +156,6 @@ export var ShaderChunk = {
 	lightmap_pars_fragment: lightmap_pars_fragment,
 	lights_lambert_vertex: lights_lambert_vertex,
 	lights_pars_begin: lights_pars_begin,
-	lights_pars_maps: lights_pars_maps,
 	lights_phong_fragment: lights_phong_fragment,
 	lights_phong_pars_fragment: lights_phong_pars_fragment,
 	lights_physical_fragment: lights_physical_fragment,

+ 1 - 1
src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl

@@ -99,7 +99,7 @@ vec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {
 
 #define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)
 
-vec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {
+vec4 textureCubeUV( sampler2D envMap, vec3 reflectedDirection, float roughness ) {
 	float roughnessVal = roughness* cubeUV_maxLods3;
 	float r1 = floor(roughnessVal);
 	float r2 = r1 + 1.0;

+ 2 - 2
src/renderers/shaders/ShaderChunk/lights_pars_maps.glsl → src/renderers/shaders/ShaderChunk/envmap_physical_pars_fragment.glsl

@@ -27,7 +27,7 @@
 		#elif defined( ENVMAP_TYPE_CUBE_UV )
 
 			vec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );
-			vec4 envMapColor = textureCubeUV( queryVec, 1.0 );
+			vec4 envMapColor = textureCubeUV( envMap, queryVec, 1.0 );
 
 		#else
 
@@ -88,7 +88,7 @@
 		#elif defined( ENVMAP_TYPE_CUBE_UV )
 
 			vec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );
-			vec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));
+			vec4 envMapColor = textureCubeUV( envMap, queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent ));
 
 		#elif defined( ENVMAP_TYPE_EQUIREC )
 

+ 3 - 3
src/renderers/shaders/ShaderLib/meshphysical_frag.glsl

@@ -30,12 +30,12 @@ varying vec3 vViewPosition;
 #include <aomap_pars_fragment>
 #include <lightmap_pars_fragment>
 #include <emissivemap_pars_fragment>
-#include <envmap_pars_fragment>
-#include <fog_pars_fragment>
 #include <bsdfs>
 #include <cube_uv_reflection_fragment>
+#include <envmap_pars_fragment>
+#include <envmap_physical_pars_fragment>
+#include <fog_pars_fragment>
 #include <lights_pars_begin>
-#include <lights_pars_maps>
 #include <lights_physical_pars_fragment>
 #include <shadowmap_pars_fragment>
 #include <bumpmap_pars_fragment>