瀏覽代碼

reverse changes in core files

LeonYuanYao 5 年之前
父節點
當前提交
39d5365adb

+ 0 - 3
src/renderers/shaders/ShaderChunk.d.ts

@@ -43,9 +43,6 @@ export let ShaderChunk: {
 	equirect_vert: string;
 	fog_fragment: string;
 	fog_pars_fragment: string;
-	geometry_decode_pars_vertex: string;
-	geometry_decode_normal_vertex: string;
-	geometry_decode_vertex: string;
 	linedashed_frag: string;
 	linedashed_vert: string;
 	lightmap_fragment: string;

+ 0 - 6
src/renderers/shaders/ShaderChunk.js

@@ -33,9 +33,6 @@ import fog_vertex from './ShaderChunk/fog_vertex.glsl.js';
 import fog_pars_vertex from './ShaderChunk/fog_pars_vertex.glsl.js';
 import fog_fragment from './ShaderChunk/fog_fragment.glsl.js';
 import fog_pars_fragment from './ShaderChunk/fog_pars_fragment.glsl.js';
-import geometry_decode_pars_vertex from './ShaderChunk/geometry_decode_pars_vertex.glsl';
-import geometry_decode_normal_vertex from './ShaderChunk/geometry_decode_normal_vertex.glsl';
-import geometry_decode_vertex from './ShaderChunk/geometry_decode_vertex.glsl';
 import gradientmap_pars_fragment from './ShaderChunk/gradientmap_pars_fragment.glsl.js';
 import lightmap_fragment from './ShaderChunk/lightmap_fragment.glsl.js';
 import lightmap_pars_fragment from './ShaderChunk/lightmap_pars_fragment.glsl.js';
@@ -167,9 +164,6 @@ export var ShaderChunk = {
 	fog_pars_vertex: fog_pars_vertex,
 	fog_fragment: fog_fragment,
 	fog_pars_fragment: fog_pars_fragment,
-	geometry_decode_pars_vertex: geometry_decode_pars_vertex,
-	geometry_decode_normal_vertex: geometry_decode_normal_vertex,
-	geometry_decode_vertex: geometry_decode_vertex,
 	gradientmap_pars_fragment: gradientmap_pars_fragment,
 	lightmap_fragment: lightmap_fragment,
 	lightmap_pars_fragment: lightmap_pars_fragment,

+ 0 - 5
src/renderers/shaders/ShaderChunk/geometry_decode_normal_vertex.glsl.js

@@ -1,5 +0,0 @@
-export default /* glsl */`
-#ifdef USE_PACKED_NORMAL
-	objectNormal = decodeNormal(objectNormal);
-#endif
-`;

+ 0 - 64
src/renderers/shaders/ShaderChunk/geometry_decode_pars_vertex.glsl.js

@@ -1,64 +0,0 @@
-export default /* glsl */`
-#ifdef USE_PACKED_NORMAL
-#if USE_PACKED_NORMAL == 0
-    vec3 decodeNormal(vec3 packedNormal)
-    {
-        float x = packedNormal.x * 2.0 - 1.0;
-        float y = packedNormal.y * 2.0 - 1.0;
-        vec2 scth = vec2(sin(x * PI), cos(x * PI));
-        vec2 scphi = vec2(sqrt(1.0 - y * y), y);
-        return normalize( vec3(scth.y * scphi.x, scth.x * scphi.x, scphi.y) );
-    }
-#endif
-
-#if USE_PACKED_NORMAL == 1
-    vec3 decodeNormal(vec3 packedNormal)
-    {
-        vec3 v = vec3(packedNormal.xy, 1.0 - abs(packedNormal.x) - abs(packedNormal.y));
-        if (v.z < 0.0)
-        {
-            v.xy = (1.0 - abs(v.yx)) * vec2((v.x >= 0.0) ? +1.0 : -1.0, (v.y >= 0.0) ? +1.0 : -1.0);
-        }
-        return normalize(v);
-    }
-#endif
-
-#if USE_PACKED_NORMAL == 2
-    vec3 decodeNormal(vec3 packedNormal)
-    {
-        vec3 v = (packedNormal * 2.0) - 1.0;
-        return normalize(v);
-    }
-#endif
-#endif
-
-#ifdef USE_PACKED_POSITION
-#if USE_PACKED_POSITION == 0
-    uniform mat4 quantizeMatPos;
-#endif
-#endif
-
-#ifdef USE_PACKED_UV
-#if USE_PACKED_UV == 1
-    uniform mat3 quantizeMatUV;
-#endif
-#endif
-
-#ifdef USE_PACKED_UV
-#if USE_PACKED_UV == 0
-    vec2 decodeUV(vec2 packedUV)
-    {
-        vec2 uv = (packedUV * 2.0) - 1.0;
-        return uv;
-    }
-#endif
-
-#if USE_PACKED_UV == 1
-    vec2 decodeUV(vec2 packedUV)
-    {
-        vec2 uv = ( vec3(packedUV, 1.0) * quantizeMatUV ).xy;
-        return uv;
-    }
-#endif
-#endif
-`;

+ 0 - 13
src/renderers/shaders/ShaderChunk/geometry_decode_vertex.glsl.js

@@ -1,13 +0,0 @@
-export default /* glsl */`
-#ifdef USE_PACKED_POSITION
-	#if USE_PACKED_POSITION == 0
-		transformed = ( vec4(transformed, 1.0) * quantizeMatPos ).xyz;
-	#endif
-#endif
-
-#ifdef USE_UV
-    #ifdef USE_PACKED_UV
-        vUv = decodeUV(vUv);
-	#endif
-#endif
-`;