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Revert "Add MeshStandardMaterialSG"

This reverts commit dc4a2dbbfbea08b42ce53c5934830d983e3f1f96.
Takahiro 8 ani în urmă
părinte
comite
3b77d03e21

+ 0 - 1
src/materials/Materials.js

@@ -5,7 +5,6 @@ export { ShaderMaterial } from './ShaderMaterial.js';
 export { PointsMaterial } from './PointsMaterial.js';
 export { MeshPhysicalMaterial } from './MeshPhysicalMaterial.js';
 export { MeshStandardMaterial } from './MeshStandardMaterial.js';
-export { MeshStandardMaterialSG } from './MeshStandardMaterialSG.js';
 export { MeshPhongMaterial } from './MeshPhongMaterial.js';
 export { MeshToonMaterial } from './MeshToonMaterial.js';
 export { MeshNormalMaterial } from './MeshNormalMaterial.js';

+ 0 - 176
src/materials/MeshStandardMaterialSG.js

@@ -1,176 +0,0 @@
-import { Material } from './Material';
-import { Vector2 } from '../math/Vector2';
-import { Color } from '../math/Color';
-
-/**
- * @author takahiro / http://github.com/takahirox
- *
- * parameters = {
- *  color: <hex>,
- *  glossiness: <float>,
- *  specular2: <hex>,
- *  opacity: <float>,
- *
- *  map: new THREE.Texture( <Image> ),
- *
- *  lightMap: new THREE.Texture( <Image> ),
- *  lightMapIntensity: <float>
- *
- *  aoMap: new THREE.Texture( <Image> ),
- *  aoMapIntensity: <float>
- *
- *  emissive: <hex>,
- *  emissiveIntensity: <float>
- *  emissiveMap: new THREE.Texture( <Image> ),
- *
- *  bumpMap: new THREE.Texture( <Image> ),
- *  bumpScale: <float>,
- *
- *  normalMap: new THREE.Texture( <Image> ),
- *  normalScale: <Vector2>,
- *
- *  displacementMap: new THREE.Texture( <Image> ),
- *  displacementScale: <float>,
- *  displacementBias: <float>,
- *
- *  glossinessMap: new THREE.Texture( <Image> ),
- *
- *  specular2Map: new THREE.Texture( <Image> ),
- *
- *  alphaMap: new THREE.Texture( <Image> ),
- *
- *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
- *  envMapIntensity: <float>
- *
- *  refractionRatio: <float>,
- *
- *  wireframe: <boolean>,
- *  wireframeLinewidth: <float>,
- *
- *  skinning: <bool>,
- *  morphTargets: <bool>,
- *  morphNormals: <bool>
- * }
- */
-
-function MeshStandardMaterialSG( parameters ) {
-
-	Material.call( this );
-
-	this.defines = { 'STANDARD': '', 'STANDARD_SG': '' };
-
-	this.type = 'MeshStandardMaterialSG';
-
-	this.color = new Color( 0xffffff ); // diffuse
-	this.glossiness = 0.5;
-	this.specular2 = new Color ( 0x000000 );
-
-	this.map = null;
-
-	this.lightMap = null;
-	this.lightMapIntensity = 1.0;
-
-	this.aoMap = null;
-	this.aoMapIntensity = 1.0;
-
-	this.emissive = new Color( 0x000000 );
-	this.emissiveIntensity = 1.0;
-	this.emissiveMap = null;
-
-	this.bumpMap = null;
-	this.bumpScale = 1;
-
-	this.normalMap = null;
-	this.normalScale = new Vector2( 1, 1 );
-
-	this.displacementMap = null;
-	this.displacementScale = 1;
-	this.displacementBias = 0;
-
-	this.glossinessMap = null;
-
-	this.specular2Map = null;
-
-	this.alphaMap = null;
-
-	this.envMap = null;
-	this.envMapIntensity = 1.0;
-
-	this.refractionRatio = 0.98;
-
-	this.wireframe = false;
-	this.wireframeLinewidth = 1;
-	this.wireframeLinecap = 'round';
-	this.wireframeLinejoin = 'round';
-
-	this.skinning = false;
-	this.morphTargets = false;
-	this.morphNormals = false;
-
-	this.setValues( parameters );
-
-}
-
-MeshStandardMaterialSG.prototype = Object.create( Material.prototype );
-MeshStandardMaterialSG.prototype.constructor = MeshStandardMaterialSG;
-
-MeshStandardMaterialSG.prototype.isMeshStandardMaterialSG = true;
-
-MeshStandardMaterialSG.prototype.copy = function ( source ) {
-
-	Material.prototype.copy.call( this, source );
-
-	this.defines = { 'STANDARD': '' };
-
-	this.color.copy( source.color );
-	this.glossiness = source.glossiness;
-	this.speculars.copy( source.specular2 );
-
-	this.map = source.map;
-
-	this.lightMap = source.lightMap;
-	this.lightMapIntensity = source.lightMapIntensity;
-
-	this.aoMap = source.aoMap;
-	this.aoMapIntensity = source.aoMapIntensity;
-
-	this.emissive.copy( source.emissive );
-	this.emissiveMap = source.emissiveMap;
-	this.emissiveIntensity = source.emissiveIntensity;
-
-	this.bumpMap = source.bumpMap;
-	this.bumpScale = source.bumpScale;
-
-	this.normalMap = source.normalMap;
-	this.normalScale.copy( source.normalScale );
-
-	this.displacementMap = source.displacementMap;
-	this.displacementScale = source.displacementScale;
-	this.displacementBias = source.displacementBias;
-
-	this.glossinessMap = source.glossinessMap;
-
-	this.specular2Map = source.specular2Map;
-
-	this.alphaMap = source.alphaMap;
-
-	this.envMap = source.envMap;
-	this.envMapIntensity = source.envMapIntensity;
-
-	this.refractionRatio = source.refractionRatio;
-
-	this.wireframe = source.wireframe;
-	this.wireframeLinewidth = source.wireframeLinewidth;
-	this.wireframeLinecap = source.wireframeLinecap;
-	this.wireframeLinejoin = source.wireframeLinejoin;
-
-	this.skinning = source.skinning;
-	this.morphTargets = source.morphTargets;
-	this.morphNormals = source.morphNormals;
-
-	return this;
-
-};
-
-
-export { MeshStandardMaterialSG };

+ 16 - 51
src/renderers/WebGLRenderer.js

@@ -623,7 +623,6 @@ function WebGLRenderer( parameters ) {
 
 			if ( ! material.isMeshPhongMaterial &&
 				! material.isMeshStandardMaterial &&
-				! material.isMeshStandardMaterialSG &&
 				! material.isMeshNormalMaterial &&
 				material.shading === FlatShading ) {
 
@@ -1724,7 +1723,6 @@ function WebGLRenderer( parameters ) {
 			if ( material.isShaderMaterial ||
 				material.isMeshPhongMaterial ||
 				material.isMeshStandardMaterial ||
-				material.isMeshStandardMaterialSG ||
 				material.envMap ) {
 
 				var uCamPos = p_uniforms.map.cameraPosition;
@@ -1742,7 +1740,6 @@ function WebGLRenderer( parameters ) {
 				material.isMeshLambertMaterial ||
 				material.isMeshBasicMaterial ||
 				material.isMeshStandardMaterial ||
-				material.isMeshStandardMaterialSG ||
 				material.isShaderMaterial ||
 				material.skinning ) {
 
@@ -1839,7 +1836,6 @@ function WebGLRenderer( parameters ) {
 				material.isMeshLambertMaterial ||
 				material.isMeshPhongMaterial ||
 				material.isMeshStandardMaterial ||
-				material.isMeshStandardMaterialSG ||
 				material.isMeshNormalMaterial ||
 				material.isMeshDepthMaterial ) {
 
@@ -1882,10 +1878,6 @@ function WebGLRenderer( parameters ) {
 
 				refreshUniformsStandard( m_uniforms, material );
 
-			} else if ( material.isMeshStandardMaterialSG ) {
-
-				refreshUniformsStandardSG( m_uniforms, material );
-
 			} else if ( material.isMeshDepthMaterial ) {
 
 				if ( material.displacementMap ) {
@@ -2142,7 +2134,22 @@ function WebGLRenderer( parameters ) {
 
 	}
 
-	function refreshUniformsStandardCommon( uniforms, material ) {
+	function refreshUniformsStandard( uniforms, material ) {
+
+		uniforms.roughness.value = material.roughness;
+		uniforms.metalness.value = material.metalness;
+
+		if ( material.roughnessMap ) {
+
+			uniforms.roughnessMap.value = material.roughnessMap;
+
+		}
+
+		if ( material.metalnessMap ) {
+
+			uniforms.metalnessMap.value = material.metalnessMap;
+
+		}
 
 		if ( material.emissiveMap ) {
 
@@ -2181,48 +2188,6 @@ function WebGLRenderer( parameters ) {
 
 	}
 
-	function refreshUniformsStandard( uniforms, material ) {
-
-		uniforms.roughness.value = material.roughness;
-		uniforms.metalness.value = material.metalness;
-
-		if ( material.roughnessMap ) {
-
-			uniforms.roughnessMap.value = material.roughnessMap;
-
-		}
-
-		if ( material.metalnessMap ) {
-
-			uniforms.metalnessMap.value = material.metalnessMap;
-
-		}
-
-		refreshUniformsStandardCommon( uniforms, material );
-
-	}
-
-	function refreshUniformsStandardSG( uniforms, material ) {
-
-		uniforms.glossiness.value = material.roughness;
-		uniforms.specular2.value.copy( material.specular2 );
-
-		if ( material.glossinessMap ) {
-
-			uniforms.glossinessMap.value = material.glossinessMap;
-
-		}
-
-		if ( material.specular2Map ) {
-
-			uniforms.specular2Map.value = material.specular2Map;
-
-		}
-
-		refreshUniformsStandardCommon( uniforms, material );
-
-	}
-
 	function refreshUniformsPhysical( uniforms, material ) {
 
 		uniforms.clearCoat.value = material.clearCoat;

+ 0 - 8
src/renderers/shaders/ShaderChunk.js

@@ -32,8 +32,6 @@ import fog_vertex from './ShaderChunk/fog_vertex.glsl';
 import fog_pars_vertex from './ShaderChunk/fog_pars_vertex.glsl';
 import fog_fragment from './ShaderChunk/fog_fragment.glsl';
 import fog_pars_fragment from './ShaderChunk/fog_pars_fragment.glsl';
-import glossinessmap_fragment from './ShaderChunk/glossinessmap_fragment.glsl';
-import glossinessmap_pars_fragment from './ShaderChunk/glossinessmap_pars_fragment.glsl';
 import gradientmap_pars_fragment from './ShaderChunk/gradientmap_pars_fragment.glsl';
 import lightmap_fragment from './ShaderChunk/lightmap_fragment.glsl';
 import lightmap_pars_fragment from './ShaderChunk/lightmap_pars_fragment.glsl';
@@ -77,8 +75,6 @@ import skinning_vertex from './ShaderChunk/skinning_vertex.glsl';
 import skinnormal_vertex from './ShaderChunk/skinnormal_vertex.glsl';
 import specularmap_fragment from './ShaderChunk/specularmap_fragment.glsl';
 import specularmap_pars_fragment from './ShaderChunk/specularmap_pars_fragment.glsl';
-import specular2map_fragment from './ShaderChunk/specular2map_fragment.glsl';
-import specular2map_pars_fragment from './ShaderChunk/specular2map_pars_fragment.glsl';
 import tonemapping_fragment from './ShaderChunk/tonemapping_fragment.glsl';
 import tonemapping_pars_fragment from './ShaderChunk/tonemapping_pars_fragment.glsl';
 import uv_pars_fragment from './ShaderChunk/uv_pars_fragment.glsl';
@@ -149,8 +145,6 @@ export var ShaderChunk = {
 	fog_pars_vertex: fog_pars_vertex,
 	fog_fragment: fog_fragment,
 	fog_pars_fragment: fog_pars_fragment,
-	glossinessmap_fragment: glossinessmap_fragment,
-	glossinessmap_pars_fragment: glossinessmap_pars_fragment,
 	gradientmap_pars_fragment: gradientmap_pars_fragment,
 	lightmap_fragment: lightmap_fragment,
 	lightmap_pars_fragment: lightmap_pars_fragment,
@@ -194,8 +188,6 @@ export var ShaderChunk = {
 	skinnormal_vertex: skinnormal_vertex,
 	specularmap_fragment: specularmap_fragment,
 	specularmap_pars_fragment: specularmap_pars_fragment,
-	specular2map_fragment: specular2map_fragment,
-	specular2map_pars_fragment: specular2map_pars_fragment,
 	tonemapping_fragment: tonemapping_fragment,
 	tonemapping_pars_fragment: tonemapping_pars_fragment,
 	uv_pars_fragment: uv_pars_fragment,

+ 0 - 10
src/renderers/shaders/ShaderChunk/glossinessmap_fragment.glsl

@@ -1,10 +0,0 @@
-float glossinessFactor = glossiness;
-
-#ifdef USE_GLOSSINESSMAP
-
-	vec4 texelGlossiness = texture2D( glossinessMap, vUv );
-
-	// reads channel A, compatible with a glTF Specular-Glossiness (RGBA) texture
-	glossinessFactor *= texelGlossiness.a;
-
-#endif

+ 0 - 5
src/renderers/shaders/ShaderChunk/glossinessmap_pars_fragment.glsl

@@ -1,5 +0,0 @@
-#ifdef USE_GLOSSINESSMAP
-
-	uniform sampler2D glossinessMap;
-
-#endif

+ 7 - 14
src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl

@@ -1,17 +1,10 @@
 PhysicalMaterial material;
-
-#ifdef STANDARD_SG
-	material.diffuseColor = diffuseColor.rgb * ( 1.0 - max( max( specular2Factor.r, specular2Factor.g ), specular2Factor.b ) );
-	material.specularRoughness = clamp( 1.0 - glossinessFactor, 0.04, 1.0 );
-	material.specularColor = specular2Factor.rgb;
+material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );
+material.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );
+#ifdef STANDARD
+	material.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );
 #else
-	material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );
-	material.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );
-	#ifdef STANDARD
-		material.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );
-	#else
-		material.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );
-		material.clearCoat = saturate( clearCoat ); // Burley clearcoat model
-		material.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );
-	#endif
+	material.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );
+	material.clearCoat = saturate( clearCoat ); // Burley clearcoat model
+	material.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );
 #endif

+ 0 - 10
src/renderers/shaders/ShaderChunk/specular2map_fragment.glsl

@@ -1,10 +0,0 @@
-vec3 specular2Factor = specular2;
-
-#ifdef USE_SPECULAR2MAP
-
-	vec4 texelSpecular2 = texture2D( specular2Map, vUv );
-
-	// reads channel RGB, compatible with a glTF Specular-Glossiness (RGBA) texture
-	specular2Factor *= texelSpecular2.rgb;
-
-#endif

+ 0 - 5
src/renderers/shaders/ShaderChunk/specular2map_pars_fragment.glsl

@@ -1,5 +0,0 @@
-#ifdef USE_SPECULAR2MAP
-
-	uniform sampler2D specular2Map;
-
-#endif

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

@@ -1,4 +1,4 @@
-#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP ) || defined( USE_GLOSSINESSMAP) || defined( USE_SPECULAR2MAP )
+#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )
 
 	varying vec2 vUv;
 

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

@@ -1,4 +1,4 @@
-#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP ) || defined( USE_GLOSSINESSMAP) || defined( USE_SPECULAR2MAP )
+#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )
 
 	varying vec2 vUv;
 	uniform vec4 offsetRepeat;

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

@@ -1,4 +1,4 @@
-#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP ) || defined( USE_GLOSSINESSMAP) || defined( USE_SPECULAR2MAP )
+#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )
 
 	vUv = uv * offsetRepeat.zw + offsetRepeat.xy;
 

+ 0 - 4
src/renderers/shaders/ShaderLib.js

@@ -82,16 +82,12 @@ var ShaderLib = {
 			UniformsLib.displacementmap,
 			UniformsLib.roughnessmap,
 			UniformsLib.metalnessmap,
-			UniformsLib.glossinessmap,
-			UniformsLib.specular2map,
 			UniformsLib.fog,
 			UniformsLib.lights,
 			{
 				emissive: { value: new Color( 0x000000 ) },
 				roughness: { value: 0.5 },
 				metalness: { value: 0.5 },
-				glossiness: { value: 0.5 },
-				specular2: { value: new Color( 0x000000 ) },
 				envMapIntensity: { value: 1 } // temporary
 			}
 		] ),

+ 6 - 27
src/renderers/shaders/ShaderLib/meshphysical_frag.glsl

@@ -2,15 +2,8 @@
 
 uniform vec3 diffuse;
 uniform vec3 emissive;
-
-#ifdef STANDARD_SG
-	uniform float glossiness;
-	uniform vec3 specular2;
-#else
-	uniform float roughness;
-	uniform float metalness;
-#endif
-
+uniform float roughness;
+uniform float metalness;
 uniform float opacity;
 
 #ifndef STANDARD
@@ -45,15 +38,8 @@ varying vec3 vViewPosition;
 #include <shadowmap_pars_fragment>
 #include <bumpmap_pars_fragment>
 #include <normalmap_pars_fragment>
-
-#ifdef STANDARD_SG
-	#include <glossinessmap_pars_fragment>
-	#include <specular2map_pars_fragment>
-#else
-	#include <roughnessmap_pars_fragment>
-	#include <metalnessmap_pars_fragment>
-#endif
-
+#include <roughnessmap_pars_fragment>
+#include <metalnessmap_pars_fragment>
 #include <logdepthbuf_pars_fragment>
 #include <clipping_planes_pars_fragment>
 
@@ -71,15 +57,8 @@ void main() {
 	#include <alphamap_fragment>
 	#include <alphatest_fragment>
 	#include <specularmap_fragment>
-
-	#ifdef STANDARD_SG
-		#include <glossinessmap_fragment>
-		#include <specular2map_fragment>
-	#else
-		#include <roughnessmap_fragment>
-		#include <metalnessmap_fragment>
-	#endif
-
+	#include <roughnessmap_fragment>
+	#include <metalnessmap_fragment>
 	#include <normal_flip>
 	#include <normal_fragment>
 	#include <emissivemap_fragment>

+ 0 - 12
src/renderers/shaders/UniformsLib.js

@@ -87,18 +87,6 @@ var UniformsLib = {
 
 	},
 
-	glossinessmap: {
-
-		glossinessMap: { value: null }
-
-	},
-
-	specular2map: {
-
-		specular2Map: { value: null }
-
-	},
-
 	fog: {
 
 		fogDensity: { value: 0.00025 },

+ 0 - 4
src/renderers/webgl/WebGLProgram.js

@@ -338,8 +338,6 @@ function WebGLProgram( renderer, code, material, parameters ) {
 			parameters.specularMap ? '#define USE_SPECULARMAP' : '',
 			parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
 			parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
-			parameters.glossinessMap ? '#define USE_GLOSSINESSMAP' : '',
-			parameters.specular2Map ? '#define USE_SPECULAR2MAP' : '',
 			parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
 			parameters.vertexColors ? '#define USE_COLOR' : '',
 
@@ -447,8 +445,6 @@ function WebGLProgram( renderer, code, material, parameters ) {
 			parameters.specularMap ? '#define USE_SPECULARMAP' : '',
 			parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
 			parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
-			parameters.glossinessMap ? '#define USE_GLOSSINESSMAP' : '',
-			parameters.specular2Map ? '#define USE_SPECULAR2MAP' : '',
 			parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
 			parameters.vertexColors ? '#define USE_COLOR' : '',
 

+ 1 - 4
src/renderers/webgl/WebGLPrograms.js

@@ -17,7 +17,6 @@ function WebGLPrograms( renderer, capabilities ) {
 		MeshPhongMaterial: 'phong',
 		MeshToonMaterial: 'phong',
 		MeshStandardMaterial: 'physical',
-		MeshStandardMaterialSG: 'physical',
 		MeshPhysicalMaterial: 'physical',
 		LineBasicMaterial: 'basic',
 		LineDashedMaterial: 'dashed',
@@ -27,7 +26,7 @@ function WebGLPrograms( renderer, capabilities ) {
 	var parameterNames = [
 		"precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding",
 		"lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "displacementMap", "specularMap",
-		"roughnessMap", "metalnessMap", "gradientMap", "glossinessMap", "specular2Map",
+		"roughnessMap", "metalnessMap", "gradientMap",
 		"alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp",
 		"flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
 		"maxBones", "useVertexTexture", "morphTargets", "morphNormals",
@@ -150,8 +149,6 @@ function WebGLPrograms( renderer, capabilities ) {
 			displacementMap: !! material.displacementMap,
 			roughnessMap: !! material.roughnessMap,
 			metalnessMap: !! material.metalnessMap,
-			glossinessMap: !! material.glossinessMap,
-			specular2Map: !! material.specular2Map,
 			specularMap: !! material.specularMap,
 			alphaMap: !! material.alphaMap,