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WebGLProgram: Rename unroll loop pragma

Mugen87 7 years ago
parent
commit
398bdda26c

+ 4 - 4
src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl

@@ -22,7 +22,7 @@ vec3 directLightColor_Diffuse;
 
 #if NUM_POINT_LIGHTS > 0
 
-	#pragma three unroll
+	#pragma unroll_loop
 	for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
 
 		getPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );
@@ -44,7 +44,7 @@ vec3 directLightColor_Diffuse;
 
 #if NUM_SPOT_LIGHTS > 0
 
-	#pragma three unroll
+	#pragma unroll_loop
 	for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
 
 		getSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );
@@ -77,7 +77,7 @@ vec3 directLightColor_Diffuse;
 
 #if NUM_DIR_LIGHTS > 0
 
-	#pragma three unroll
+	#pragma unroll_loop
 	for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
 
 		getDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );
@@ -99,7 +99,7 @@ vec3 directLightColor_Diffuse;
 
 #if NUM_HEMI_LIGHTS > 0
 
-	#pragma three unroll
+	#pragma unroll_loop
 	for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
 
 		vLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );

+ 5 - 5
src/renderers/shaders/ShaderChunk/lights_template.glsl

@@ -25,7 +25,7 @@ IncidentLight directLight;
 
 	PointLight pointLight;
 
-	#pragma three unroll
+	#pragma unroll_loop
 	for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
 
 		pointLight = pointLights[ i ];
@@ -46,7 +46,7 @@ IncidentLight directLight;
 
 	SpotLight spotLight;
 
-	#pragma three unroll
+	#pragma unroll_loop
 	for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
 
 		spotLight = spotLights[ i ];
@@ -67,7 +67,7 @@ IncidentLight directLight;
 
 	DirectionalLight directionalLight;
 
-	#pragma three unroll
+	#pragma unroll_loop
 	for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
 
 		directionalLight = directionalLights[ i ];
@@ -88,7 +88,7 @@ IncidentLight directLight;
 
 	RectAreaLight rectAreaLight;
 
-	#pragma three unroll
+	#pragma unroll_loop
 	for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {
 
 		rectAreaLight = rectAreaLights[ i ];
@@ -118,7 +118,7 @@ IncidentLight directLight;
 
 	#if ( NUM_HEMI_LIGHTS > 0 )
 
-		#pragma three unroll
+		#pragma unroll_loop
 		for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
 
 			irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );

+ 3 - 3
src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl

@@ -2,7 +2,7 @@
 
 	#if NUM_DIR_LIGHTS > 0
 
-	#pragma three unroll
+	#pragma unroll_loop
 	for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
 
 		vDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;
@@ -13,7 +13,7 @@
 
 	#if NUM_SPOT_LIGHTS > 0
 
-	#pragma three unroll
+	#pragma unroll_loop
 	for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
 
 		vSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;
@@ -24,7 +24,7 @@
 
 	#if NUM_POINT_LIGHTS > 0
 
-	#pragma three unroll
+	#pragma unroll_loop
 	for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
 
 		vPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;

+ 3 - 3
src/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl

@@ -8,7 +8,7 @@ float getShadowMask() {
 
 	DirectionalLight directionalLight;
 
-	#pragma three unroll
+	#pragma unroll_loop
 	for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
 
 		directionalLight = directionalLights[ i ];
@@ -22,7 +22,7 @@ float getShadowMask() {
 
 	SpotLight spotLight;
 
-	#pragma three unroll
+	#pragma unroll_loop
 	for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
 
 		spotLight = spotLights[ i ];
@@ -36,7 +36,7 @@ float getShadowMask() {
 
 	PointLight pointLight;
 
-	#pragma three unroll
+	#pragma unroll_loop
 	for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
 
 		pointLight = pointLights[ i ];

+ 1 - 1
src/renderers/webgl/WebGLProgram.js

@@ -174,7 +174,7 @@ function parseIncludes( string ) {
 
 function unrollLoops( string ) {
 
-	var pattern = /#pragma three unroll[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
+	var pattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
 
 	function replace( match, start, end, snippet ) {